88 lines
3.3 KiB
C
88 lines
3.3 KiB
C
// Filename: look_at_src.h
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// Created by: drose (25Sep99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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// These functions return a matrix that rotates between a coordinate
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// system defined with the given forward and up vectors, and the
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// standard coordinate system with y-forward and z-up. They differ
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// only in their behavior when the supplied forward and up vectors are
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// not perpendicular; in this case, look_at will match the forward
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// vector precisely, while heads_up will match the up vector
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// precisely.
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// Since these functions only return a rotation matrix, the
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// translation component is always zero. There are flavors of these
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// functions that simply return the upper 3x3 part of the matrix, and
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// flavors that return the whole 4x4 matrix with a zero bottom row.
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BEGIN_PUBLISH
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EXPCL_PANDA_MATHUTIL void
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heads_up(FLOATNAME(LMatrix3) &mat, const FLOATNAME(LVector3) &fwd,
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const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
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CoordinateSystem cs = CS_default);
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EXPCL_PANDA_MATHUTIL void
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look_at(FLOATNAME(LMatrix3) &mat, const FLOATNAME(LVector3) &fwd,
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const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
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CoordinateSystem cs = CS_default);
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INLINE_MATHUTIL void
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heads_up(FLOATNAME(LMatrix3) &mat, const FLOATNAME(LVector3) &fwd,
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CoordinateSystem cs);
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INLINE_MATHUTIL void
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look_at(FLOATNAME(LMatrix3) &mat, const FLOATNAME(LVector3) &fwd,
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CoordinateSystem cs);
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INLINE_MATHUTIL void
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heads_up(FLOATNAME(LMatrix4) &mat, const FLOATNAME(LVector3) &fwd,
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const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
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CoordinateSystem cs = CS_default);
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INLINE_MATHUTIL void
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look_at(FLOATNAME(LMatrix4) &mat, const FLOATNAME(LVector3) &fwd,
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const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
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CoordinateSystem cs = CS_default);
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INLINE_MATHUTIL void
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heads_up(FLOATNAME(LMatrix4) &mat, const FLOATNAME(LVector3) &fwd,
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CoordinateSystem cs);
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INLINE_MATHUTIL void
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look_at(FLOATNAME(LMatrix4) &mat, const FLOATNAME(LVector3) &fwd,
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CoordinateSystem cs);
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INLINE_MATHUTIL void
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heads_up(FLOATNAME(LQuaternion) &quat, const FLOATNAME(LVector3) &fwd,
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const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
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CoordinateSystem cs = CS_default);
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INLINE_MATHUTIL void
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look_at(FLOATNAME(LQuaternion) &quat, const FLOATNAME(LVector3) &fwd,
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const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
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CoordinateSystem cs = CS_default);
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INLINE_MATHUTIL void
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heads_up(FLOATNAME(LQuaternion) &quat, const FLOATNAME(LVector3) &fwd,
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CoordinateSystem cs);
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INLINE_MATHUTIL void
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look_at(FLOATNAME(LQuaternion) &quat, const FLOATNAME(LVector3) &fwd,
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CoordinateSystem cs);
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END_PUBLISH
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#include "look_at_src.I"
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