#include "utils.h"
#include <math.h>
#include <stdio.h>
#include <gfx/gl.h>
#include <ClanLib/core.h>
#include <ClanLib/display.h>
#include <ClanLib/gl.h>
Go to the source code of this file.
Functions | |
Vec3 | world_to_screen (Vec3 world) |
convert world coords to screen | |
Vec3 | screen_to_world (Vec3 screen) |
convert screen coords to world | |
void | set_translation (Mat4 &mat, const Vec3 &translate) |
Set the translation vectors for a transformation matrix. | |
Mat4 | rotation_matrix_angles_rad (const Vec3 &angles) |
Make a rotation matrix out of a triplet of angles to rotate around each axis. | |
Mat4 | inverse_t_r (const Mat4 &mat) |
Invert a translation*rotation matrix. | |
void | draw_cylinder (Vec3 center, Vec3 dir, const Material &mat, double width, double height) |
Draw a cylinder at center along direction dir, with material mat, with the given width and height. | |
string | convert_path (string path) |
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Definition at line 129 of file utils.cpp. References BAD_PATH_SEP, and PATH_SEP. |
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Draw a cylinder at center along direction dir, with material mat, with the given width and height.
Definition at line 103 of file utils.cpp. References RAD_TO_DEG. |
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Invert a translation*rotation matrix. Optimized inverse for T*R matrix. Definition at line 90 of file utils.cpp. References set_translation(). |
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Make a rotation matrix out of a triplet of angles to rotate around each axis. Milkshape3D likes to store their rotations this way. |
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convert screen coords to world
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Set the translation vectors for a transformation matrix.
Definition at line 51 of file utils.cpp. Referenced by inverse_t_r(). |
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convert world coords to screen
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