Example #1
0
void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles )
{
	const RageVector3 angles_radians( angles * 2*PI / 360 );
	
	const float sy = RageFastSin( angles_radians[2] );
	const float cy = RageFastCos( angles_radians[2] );
	const float sp = RageFastSin( angles_radians[1] );
	const float cp = RageFastCos( angles_radians[1] );
	const float sr = RageFastSin( angles_radians[0] );
	const float cr = RageFastCos( angles_radians[0] );

	RageMatrixIdentity( pOut );


	// matrix = (Z * Y) * X
	pOut->m[0][0] = cp*cy;
	pOut->m[0][1] = cp*sy;
	pOut->m[0][2] = -sp;
	pOut->m[1][0] = sr*sp*cy+cr*-sy;
	pOut->m[1][1] = sr*sp*sy+cr*cy;
	pOut->m[1][2] = sr*cp;
	pOut->m[2][0] = (cr*sp*cy+-sr*-sy);
	pOut->m[2][1] = (cr*sp*sy+-sr*cy);
	pOut->m[2][2] = cr*cp;
}
Example #2
0
void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z )
{
	RageMatrixIdentity(pOut);
	pOut->m[3][0] = x;
	pOut->m[3][1] = y;
	pOut->m[3][2] = z;
}
Example #3
0
void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z )
{
	RageMatrixIdentity(pOut);
	pOut->m[0][0] = x;
	pOut->m[1][1] = y;
	pOut->m[2][2] = z;
}
Example #4
0
void RageMatrixRotationZ( RageMatrix* pOut, float theta )
{
	theta *= PI/180;

	RageMatrixIdentity(pOut);
	pOut->m[0][0] = RageFastCos(theta);
	pOut->m[1][1] = pOut->m[0][0];

	pOut->m[0][1] = RageFastSin(theta);
	pOut->m[1][0] = -pOut->m[0][1];
}
Example #5
0
void RageMatrixRotationZ( RageMatrix* pOut, float theta )
{
	theta *= PI/180;

	RageMatrixIdentity(pOut);
	pOut->m[0][0] = cosf(theta);
	pOut->m[1][1] = pOut->m[0][0];

	pOut->m[0][1] = sinf(theta);
	pOut->m[1][0] = -pOut->m[0][1];
}
RageDisplay::RageDisplay()
{
	RageMatrixIdentity( &g_CenteringMatrix );
	g_ProjectionStack = MatrixStack();
	g_ViewStack = MatrixStack();
	g_WorldStack = MatrixStack();
	g_TextureStack = MatrixStack();

	// Register with Lua.
	{
		Lua *L = LUA->Get();
		lua_pushstring( L, "DISPLAY" );
		this->PushSelf( L );
		lua_settable( L, LUA_GLOBALSINDEX );
		LUA->Release( L );
	}
}
Example #7
0
void RageMatrixSkewX( RageMatrix* pOut, float fAmount )
{
	RageMatrixIdentity(pOut);
	pOut->m[1][0] = fAmount;
}
	// Loads identity in the current matrix.
	void LoadIdentity()
	{
		RageMatrixIdentity( &stack.back() );
	}
Example #9
0
RageMatrix RageMatrixIdentity()
{
	RageMatrix m;
	RageMatrixIdentity( &m );
	return m;
}