Transform.h
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上传日期:2013-04-27
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文件大小:3k
- #if !defined (TRANSFORM_H)
- #define TRANSFORM_H
- struct VECTOR
- {
- float x, y, z;
- };
- struct TrackballStruct
- {
- float centerX, centerY; // sphere center
- float radius ; // sphere radius
- float pointX1, pointY1; // the first mouse position
- float pointX2, pointY2; // the second mouse position
- float pointX3, pointY3; // release mouse position
- };
- struct EYE
- {
- VECTOR origin; // eye point
- VECTOR center; // refrence point
- VECTOR up; // up vector
- VECTOR axisX; // X-Axis vector of the eye coordinate
- VECTOR axisY; // Y-Axis vector of the eye coordinate
- VECTOR axisZ; // Z-Axis vector of the eye coordinate
- };
- //---------------- vector & matrix operation -----------------------
- // V = ( x, y, z ) or V = A
- void VectorCopy(VECTOR & V, float x, float y, float z);
- void VectorCopy(VECTOR & V, VECTOR A);
- // V = A + B
- void VectorAdd(VECTOR & V, VECTOR A, VECTOR B);
- // V = A - B
- void VectorSub(VECTOR & V, VECTOR A, VECTOR B);
- // V = s * V
- void VectorScale(VECTOR & V, float s);
- // V = A x B
- void VectorCross(VECTOR & V, VECTOR A, VECTOR B);
- // dot = A . B
- void VectorDot(float & dot, VECTOR A, VECTOR B);
- // len = |V|
- void VectorLength(float & len, VECTOR V);
- // V = V/(|V|)
- void VectorNormalize(VECTOR & V);
- // M = M1*M2
- void MultMatrixf( float *M, float *M1, float *M2,
- int m1Row, int m1Col, int m2Row, int m2Col);
- // transpose matrix
- void TransMatrix( float *M, int row, int col);
- // "inverse" of matrix M
- int InvMatrixf(float *M, int n);
- //---------------- world coordinate -------------------------------------
- // transform point P(x,y,z) from object coordinate to world coordinate
- void ObjectToWorld(float point[3], float result[3]);
- // transform point P(x,y,z) from world coordinate to object coordinate
- void WorldToObject(float point[3], float result[3]);
- // translate in world coordinate, d[3]=(dx, dy, dz)
- void WorldTranslate(float d[3]);
- // rotate in world coordinate
- void WorldRotate(float point[3], float normal[3], float angle);
- //----------------- eye coordinate --------------------------------------
- // eye is in the world coordinate
- // calculate eye axes vectors
- void SetEyeStruct(float eyeX, float eyeY, float eyeZ,
- float centerX, float centerY, float centerZ,
- float upX, float upY, float upZ,
- EYE & eye);
- // transform point P(x,y,z) from world coordinate to eye coordinate
- void WorldToEye(float point[3], float result[3], EYE eye);
- // transform point P(x,y,z) from eye coordinate to world coordinate
- void EyeToWorld(float point[3], float result[3], EYE eye);
- // translate in eye coordinate, d[3]=(dx, dy, dz)
- void EyeTranslate(float d[3], EYE eye);
- // rotate in eye coordinate
- void EyeRotate(float point[3], float normal[3], float angle,
- EYE eye);
- //TrackBall Algorithm
- void Trackball(int event, float radius ,
- float centerX, float centerY, float mouseX, float mouseY,
- float &axisX , float &axisY , float &axisZ, float &angle );
- #endif