void NIFLoader::calculateTransform() { // Calculate transform Matrix4 transform = Matrix4::IDENTITY; transform = Matrix4::getScale(vector) * transform; // Check whether we have to flip vertex winding. // We do have to, if we changed our right hand base. // We can test it by using the cross product from X and Y and see, if it is a non-negative // projection on Z. Actually it should be exactly Z, as we don't do non-uniform scaling yet, // but the test is cheap either way. Matrix3 m3; transform.extract3x3Matrix(m3); if (m3.GetColumn(0).crossProduct(m3.GetColumn(1)).dotProduct(m3.GetColumn(2)) < 0) { mFlipVertexWinding = true; } mTransform = transform; }
void DemoApplication::SmoothCamera::Reset (const Vector3& posit, const Quaternion& rotation) { Matrix4 matrix; matrix.makeTransform (posit, Vector3 (1.0f, 1.0f, 1.0f), rotation); matrix = matrix.transpose(); Matrix3 rot; matrix.extract3x3Matrix(rot); Radian rotX; Radian rotY; Radian rotZ; rot.ToEulerAnglesZYX (rotZ, rotY, rotX); m_cameraYawAngle = rotY; m_cameraPitchAngle = rotX; m_cameraTranslation = posit; ResetMatrix (&matrix[0][0]); // Matrix4 cameraMatrix; // InterplateMatrix (0.0f, cameraMatrix[0]); }