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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 ();
+}