Commit 50651111 authored by Ken Martin's avatar Ken Martin
Browse files

Modified GetOrientation method

parent dcd1125c
...@@ -329,11 +329,12 @@ void vlTransform::GetInverse ( vlMatrix4x4& inverse) ...@@ -329,11 +329,12 @@ void vlTransform::GetInverse ( vlMatrix4x4& inverse)
inverse.Invert (**this->Stack, inverse); inverse.Invert (**this->Stack, inverse);
} }
void vlTransform::GetOrientation ( float & x, float & y, float & z) float *vlTransform::GetOrientation ()
{ {
#define AXIS_EPSILON .01 #define AXIS_EPSILON .01
float scale_x, scale_y, scale_z; float scale_x, scale_y, scale_z;
vlMatrix4x4 temp; vlMatrix4x4 temp;
float x,y,z;
float d; float d;
float d1; float d1;
float d2; float d2;
...@@ -423,6 +424,12 @@ void vlTransform::GetOrientation ( float & x, float & y, float & z) ...@@ -423,6 +424,12 @@ void vlTransform::GetOrientation ( float & x, float & y, float & z)
alpha = atan2 (sin_alpha, cos_alpha); alpha = atan2 (sin_alpha, cos_alpha);
z = - alpha / RADIANS_PER_DEGREE; z = - alpha / RADIANS_PER_DEGREE;
this->Orientation[0] = x;
this->Orientation[1] = y;
this->Orientation[2] = z;
return this->Orientation;
} }
void vlTransform::GetPosition (float & x,float & y,float & z) void vlTransform::GetPosition (float & x,float & y,float & z)
......
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