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#include "Mat4x4d.h"
namespace CGLA
{
Mat4x4d rotation_Mat4x4d(Axis axis, float angle)
{
Mat4x4d m;
switch(axis)
{
case XAXIS:
m[0][0] = 1.0;
m[1][1] = cos(angle);
m[1][2] = sin(angle);
m[2][1] = -sin(angle);
m[2][2] = cos(angle);
m[3][3] = 1.0;
break;
case YAXIS:
m[0][0] = cos(angle);
m[0][2] = -sin(angle);
m[2][0] = sin(angle);
m[2][2] = cos(angle);
m[1][1] = 1.0;
m[3][3] = 1.0;
break;
case ZAXIS:
m[0][0] = cos(angle);
m[0][1] = sin(angle);
m[1][0] = -sin(angle);
m[1][1] = cos(angle);
m[2][2] = 1.0;
m[3][3] = 1.0;
break;
}
return m;
}
Mat4x4d translation_Mat4x4d(const Vec3f& v)
{
Mat4x4d m;
m[0][0] = 1.0;
m[1][1] = 1.0;
m[2][2] = 1.0;
m[3][3] = 1.0;
m[0][3] = v[0];
m[1][3] = v[1];
m[2][3] = v[2];
return m;
}
Mat4x4d scaling_Mat4x4d(const Vec3f& v)
{
Mat4x4d m;
m[0][0] = v[0];
m[1][1] = v[1];
m[2][2] = v[2];
m[3][3] = 1.0;
return m;
}
}