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-//=============================================================================
-//
-// Glagen : a planet sized landscape generator
-// Copyright (C) 2002 Julien Guertault, Hugues Hiegel, Meng-Tih Lam
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-//
-//=============================================================================
-//
-// Glagen : GPL LAndscape GENerator
-//
-// frame.cc for Glagen : made by Zavie (Julien Guertault)
-//
-// www.glagen.org
-//
-//=============================================================================
-
-#include "data_glagen.hh"
-#include "frame.hh"
-#include "matrix3d.hh"
-#include "vector.hh"
-
-// ================================================ Constructors and destructor
-
-Frame :: Frame ()
-{
- _origin[0] = 0;
- _origin[1] = 0;
- _origin[2] = 0;
- _basis[0] = Vector(1, 0, 0);
- _basis[1] = Vector(0, 1, 0);
- _basis[2] = Vector(0, 0, 1);
-}
-
-Frame :: Frame (float origin[3])
-{
- _origin[0] = origin[0];
- _origin[1] = origin[1];
- _origin[2] = origin[2];
- _basis[0] = Vector(1, 0, 0);
- _basis[1] = Vector(0, 1, 0);
- _basis[2] = Vector(0, 0, 1);
-}
-
-Frame :: Frame (float origin[3], Vector basis[3])
-{
- _origin[0] = origin[0];
- _origin[1] = origin[1];
- _origin[2] = origin[2];
- _basis[0] = Vector(basis[0]);
- _basis[1] = Vector(basis[1]);
- _basis[2] = Vector(basis[2]);
-}
-
-Frame :: ~Frame () {}
-
-// ==================================================================== Reading
-
-float Frame :: Origin_X () const { return _origin[0]; }
-float Frame :: Origin_Y () const { return _origin[1]; }
-float Frame :: Origin_Z () const { return _origin[2]; }
-Vector Frame :: Basis_X () const { return _basis[0]; }
-Vector Frame :: Basis_Y () const { return _basis[1]; }
-Vector Frame :: Basis_Z () const { return _basis[2]; }
-
-Vector Frame :: View () { return Vector (_basis[2]); }
-
-Matrix44 Frame :: GetMatrix ()
-{
- int x;
- float basis_matrix[3][3];
-
- for (x = 0; x < 3; x++)
- {
- basis_matrix[x][0] = _basis[x].X ();
- basis_matrix[x][1] = _basis[x].Y ();
- basis_matrix[x][2] = _basis[x].Z ();
- }
- Matrix44 rot_matrix(basis_matrix);
- Matrix44 trans_matrix(_origin);
- return Matrix44 (trans_matrix * rot_matrix);
-}
-
-Matrix44 Frame :: GetCamMatrix ()
-{
- int x;
- float basis_matrix[3][3];
-
- for (x = 0; x < 3; x++)
- {
- basis_matrix[x][0] = _basis[x].X ();
- basis_matrix[x][1] = _basis[x].Y ();
- basis_matrix[x][2] = _basis[x].Z ();
- }
- Matrix44 rot_matrix(basis_matrix);
- Matrix44 trans_matrix(_origin);
- return Matrix44 (rot_matrix * trans_matrix);
-}
-
-// ==================================================================== Writing
-
-void Frame :: Reset_origin ()
-{
- _origin[0] = 0;
- _origin[1] = 0;
- _origin[2] = 0;
-}
-
-void Frame :: Reset_basis ()
-{
- _basis[0].Set (1, 0, 0) ;
- _basis[1].Set (0, 1, 0) ;
- _basis[2].Set (0, 0, 1) ;
-}
-
-void Frame :: Set_origin (const float origin[3])
-{
- _origin[0] = origin[0];
- _origin[1] = origin[1];
- _origin[2] = origin[2];
-}
-
-void Frame :: Translate (const Vector v)
-{
- _origin[0] = _origin[0] + v.X ();
- _origin[1] = _origin[1] + v.Y ();
- _origin[2] = _origin[2] + v.Z ();
-}
-
-void Frame :: Rotate (const float angle, const Vector v)
-{
- Matrix33 rot (angle, v);
-
- _basis[0] = rot * _basis[0];
- _basis[1] = rot * _basis[1];
- _basis[2] = rot * _basis[2];
- _basis[0].Normalize ();
- _basis[1].Normalize ();
- _basis[2].Normalize ();
-}