59 virtual inline void render();
61 void setPosition(
double x,
double y,
double z,
double roll,
double pitch,
double yaw);
68 double roll, pitch,
yaw;
76 inline void EulerToMatrix(
const double *rPos,
const double *rPosTheta,
float *alignxf)
78 double sx = sin(rPosTheta[0]);
79 double cx = cos(rPosTheta[0]);
80 double sy = sin(rPosTheta[1]);
81 double cy = cos(rPosTheta[1]);
82 double sz = sin(rPosTheta[2]);
83 double cz = cos(rPosTheta[2]);
86 alignxf[1] = sx*sy*cz + cx*sz;
87 alignxf[2] = -cx*sy*cz + sx*sz;
90 alignxf[5] = -sx*sy*sz + cx*cz;
91 alignxf[6] = cx*sy*sz + sx*cz;
99 alignxf[12] = rPos[0];
100 alignxf[13] = rPos[1];
101 alignxf[14] = rPos[2];
void EulerToMatrix(const double *rPos, const double *rPosTheta, float *alignxf)
A 4x4 matrix class implementation for use with the provided vertex types.
Matrix4< BaseVector< float > > rotation