Mercurial > hg > Game > Cerium
view Renderer/Engine/matrix_calc.h @ 1094:f10ec9bbd3f6 draft
separate scale matrix
author | Shinji KONO <kono@ie.u-ryukyu.ac.jp> |
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date | Sat, 25 Dec 2010 18:38:53 +0900 |
parents | 294bc9364bee |
children | ab8ed4d1d211 |
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#ifndef CR_SYS_H #define CR_SYS_H void noMoreMemory(); void get_matrix(float *matrix, float *rxyz, float *txyz, float *stack); void rotate_x(float *xyz, float r); void rotate_y(float *xyz, float r); void rotate_z(float *xyz, float r); //void rotate(float *xyz, float *matrix, float *rxyz, float *txyz, float *stack[]); void rotate(float *xyz, float *matrix); void translate(float *xyz, float x, float y, float z); void scale_matrix(float *xyz, float *scale, float *c_xyz); void matrix4x4(float *, float *, float *); void normalize(float *v0, float *v1); void subVector(float *v0, float *v1, float *v2); void outerProduct(float *v0, float *v1, float *v2); float innerProduct(float *v0, float *v1); void applyMatrix(float *v0, float *m, float *v1); void inversMatrix(float *m0, float *m1); void transposeMatrix(float *m0, float *m1); void unitMatrix(float *m); void transMatrix(float *m0, float *m1, float *v); void ApplyMatrix(float *v1, float *v2); void ScaleMatrix(float *m, float v); void ScaleMatrixXYZ(float *m, float sx,float sy, float sz); static inline unsigned long align(unsigned long x,unsigned long alig) { return ((x+(alig-1))&~(alig-1)); } #endif