Added Math3D methods
ViewMatrix_LookAtDirection ViewMatrix_LookAtPos as requested by Pär
This commit is contained in:
parent
ba4576a07a
commit
dad958b612
|
@ -141,6 +141,16 @@ namespace Oyster { namespace Math3D
|
|||
return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos );
|
||||
}
|
||||
|
||||
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
|
||||
{
|
||||
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtDirection( normalizedDirection, normalizedUpVector, worldPos ), targetMem );
|
||||
}
|
||||
|
||||
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
|
||||
{
|
||||
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos ), targetMem );
|
||||
}
|
||||
|
||||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
|
||||
{
|
||||
return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );
|
||||
|
|
|
@ -213,6 +213,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
|
|||
//! @todo TODO: Add documentation and not tested
|
||||
Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
//! @todo TODO: Add documentation and not tested
|
||||
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
//! @todo TODO: Add documentation and not tested
|
||||
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
|
||||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
|
|
Loading…
Reference in New Issue