#import "CC3Foundation.h"
Functions | |
static void | CC3KMMat4RotationQuaternion (GLfloat *m, const CC3Vector4 q) |
static void | CC3KMMat4RotationX (GLfloat *m, const GLfloat degrees) |
static void | CC3KMMat4RotationY (GLfloat *m, const GLfloat degrees) |
static void | CC3KMMat4RotationYXZ (GLfloat *m, CC3Vector aRotation) |
static void | CC3KMMat4RotationZ (GLfloat *m, const GLfloat degrees) |
static void | CC3KMMat4RotationZYX (GLfloat *m, CC3Vector aRotation) |
static void | CC3KMMat4Transformation (GLfloat *m, const CC3Vector aTranslation, const CC3Vector aRotation, const CC3Vector aScale) |
static void | CC3Mat4Multiply (GLfloat *mOut, const GLfloat *mL, const GLfloat *mR) |
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inlinestatic |
Builds a rotation matrix from a quaternion to a rotation matrix, stores the result in pOut and returns the result.
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inlinestatic |
Builds a rotation matrix around the X-axis, stores the result in pOut and returns the result.
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inlinestatic |
Builds a rotation matrix around the Y-axis, stores the result in pOut and returns the result.
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inlinestatic |
Builds a rotation matrix that rotates around all three axes, y (yaw), x (pitch) and z (roll), in that order, stores the result in 4x4 GL matrix m and returns the result.
This algorithm matches up along the positive Y axis, which is the OpenGL ES default.
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inlinestatic |
Builds a rotation matrix around the Z-axis, stores the result in pOut and returns the result.
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inlinestatic |
Builds a rotation matrix that rotates around all three axes z (roll), y (yaw), and x (pitch), in that order, stores the result in pOut and returns the result This algorithm matches up along the positive Z axis, which is used by some commercial 3D editors.
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inlinestatic |
Builds a transformation matrix that translates, rotates and scales according to the specified vectors, stores the result in pOut and returns the result.
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inlinestatic |
Multiplies mL on the left by mR on the right, and stores the result in mOut.