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#include "raytracer/raytracer.h"
glm::mat4 getRotationMatrix4XY(
float angleRadians) {
glm::mat4 result;
result[0][0] = cos(angleRadians);
result[0][1] = -sin(angleRadians);
result[1][0] = sin(angleRadians);
result[1][1] = cos(angleRadians);
result[2][2] = 1;
result[3][3] = 1;
return result;
}
glm::mat4 getRotationMatrix4YZ(
float angleRadians) {
glm::mat4 result;
result[1][1] = cos(angleRadians);
result[1][2] = -sin(angleRadians);
result[2][1] = sin(angleRadians);
result[2][2] = cos(angleRadians);
result[0][0] = 1;
result[3][3] = 1;
return result;
}
glm::mat4 getRotationMatrix4ZX(
float angleRadians) {
glm::mat4 result;
result[2][2] = cos(angleRadians);
result[2][0] = -sin(angleRadians);
result[0][2] = sin(angleRadians);
result[0][0] = cos(angleRadians);
result[1][1] = 1;
result[3][3] = 1;
return result;
}
glm::mat4 getRotationMatrix4XW(
float angleRadians) {
glm::mat4 result;
result[0][0] = cos(angleRadians);
result[0][3] = -sin(angleRadians);
result[3][0] = sin(angleRadians);
result[3][3] = cos(angleRadians);
result[1][1] = 1;
result[2][2] = 1;
return result;
}
glm::mat4 getRotationMatrix4YW(
float angleRadians) {
glm::mat4 result;
result[1][1] = cos(angleRadians);
result[1][3] = -sin(angleRadians);
result[3][1] = sin(angleRadians);
result[3][3] = cos(angleRadians);
result[0][0] = 1;
result[2][2] = 1;
return result;
}
glm::mat4 getRotationMatrix4ZW(
float angleRadians) {
glm::mat4 result;
result[2][2] = cos(angleRadians);
result[2][3] = -sin(angleRadians);
result[3][2] = sin(angleRadians);
result[3][3] = cos(angleRadians);
result[0][0] = 1;
result[1][1] = 1;
return result;
}
glm::mat4 RayTracer::getRotationMatrix4(
float angleRadiansXY,
float angleRadiansYZ,
float angleRadiansZX,
float angleRadiansXW,
float angleRadiansYW,
float angleRadiansZW) {
return getRotationMatrix4XY(angleRadiansXY) *
getRotationMatrix4YZ(angleRadiansYZ) *
getRotationMatrix4ZX(angleRadiansZX) *
getRotationMatrix4XW(angleRadiansXW) *
getRotationMatrix4YW(angleRadiansYW) *
getRotationMatrix4ZW(angleRadiansZW);
}
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