historical/toontown-classic.git/panda/include/look_at_src.h

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file look_at_src.h
* @author drose
* @date 1999-09-25
*/
// These functions return a matrix that rotates between a coordinate system
// defined with the given forward and up vectors, and the standard coordinate
// system with y-forward and z-up. They differ only in their behavior when
// the supplied forward and up vectors are not perpendicular; in this case,
// look_at will match the forward vector precisely, while heads_up will match
// the up vector precisely.
// Since these functions only return a rotation matrix, the translation
// component is always zero. There are flavors of these functions that simply
// return the upper 3x3 part of the matrix, and flavors that return the whole
// 4x4 matrix with a zero bottom row.
BEGIN_PUBLISH
EXPCL_PANDA_MATHUTIL void
heads_up(FLOATNAME(LMatrix3) &mat, const FLOATNAME(LVector3) &fwd,
const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
CoordinateSystem cs = CS_default);
EXPCL_PANDA_MATHUTIL void
look_at(FLOATNAME(LMatrix3) &mat, const FLOATNAME(LVector3) &fwd,
const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
CoordinateSystem cs = CS_default);
INLINE_MATHUTIL void
heads_up(FLOATNAME(LMatrix3) &mat, const FLOATNAME(LVector3) &fwd,
CoordinateSystem cs);
INLINE_MATHUTIL void
look_at(FLOATNAME(LMatrix3) &mat, const FLOATNAME(LVector3) &fwd,
CoordinateSystem cs);
INLINE_MATHUTIL void
heads_up(FLOATNAME(LMatrix4) &mat, const FLOATNAME(LVector3) &fwd,
const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
CoordinateSystem cs = CS_default);
INLINE_MATHUTIL void
look_at(FLOATNAME(LMatrix4) &mat, const FLOATNAME(LVector3) &fwd,
const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
CoordinateSystem cs = CS_default);
INLINE_MATHUTIL void
heads_up(FLOATNAME(LMatrix4) &mat, const FLOATNAME(LVector3) &fwd,
CoordinateSystem cs);
INLINE_MATHUTIL void
look_at(FLOATNAME(LMatrix4) &mat, const FLOATNAME(LVector3) &fwd,
CoordinateSystem cs);
INLINE_MATHUTIL void
heads_up(FLOATNAME(LQuaternion) &quat, const FLOATNAME(LVector3) &fwd,
const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
CoordinateSystem cs = CS_default);
INLINE_MATHUTIL void
look_at(FLOATNAME(LQuaternion) &quat, const FLOATNAME(LVector3) &fwd,
const FLOATNAME(LVector3) &up = FLOATNAME(LVector3)::up(),
CoordinateSystem cs = CS_default);
INLINE_MATHUTIL void
heads_up(FLOATNAME(LQuaternion) &quat, const FLOATNAME(LVector3) &fwd,
CoordinateSystem cs);
INLINE_MATHUTIL void
look_at(FLOATNAME(LQuaternion) &quat, const FLOATNAME(LVector3) &fwd,
CoordinateSystem cs);
END_PUBLISH
#include "look_at_src.I"