Transform3D Transform3D::interpolated(const Transform3D & other, float v) const { Transform3D result; result.setOrientation(glm::slerp(m_orientation, other.orientation(), v)); result.setPosition(glm::mix(m_position, other.position(), v)); result.setScale(glm::mix(m_scale, other.scale(), v)); result.setCenter(glm::mix(m_center, other.center(), v)); return result; }
void Environment3D::worldToPlanner(Transform3D &state) const { MPVec3 pPos = state.getPosition(); this->worldToPlanner(pPos); MPQuaternion pRot = state.getRotation(); this->worldToPlanner(pRot); state.setPosition(pPos); state.setRotation(pRot); }
void Environment3D::plannerToWorld(Transform3D &state) const { MPVec3 wPos = state.getPosition(); this->plannerToWorld(wPos); MPQuaternion wRot = state.getRotation(); this->plannerToWorld(wRot); state.setPosition(wPos); state.setRotation(wRot); }
void ImGuiProperty(Transform3D &transform3D) { auto position = transform3D.position(); auto center = transform3D.center(); auto scale = transform3D.scale(); auto orientation = transform3D.orientation(); if (ImGui::InputFloat3("Position", &position[0])) transform3D.setPosition(position); if (ImGui::InputFloat3("Center", ¢er[0])) transform3D.setCenter(position); if (ImGui::InputFloat("Scale", &scale)) transform3D.setScale(scale); if (ImGui::InputFloat4("Orientation", &orientation[0])) transform3D.setOrientation(orientation); }
Transform3D Transform3D::atPosition(const glm::vec3 & position) { Transform3D result; result.setPosition(position); return result; }