#include <textrans.h>
Static Public Methods | |
void | compute_texture_space (csMatrix3 &m, csVector3 &v, const csVector3 &v_orig, const csVector3 &v1, float len1, float A, float B, float C) |
Calculate the matrix using two vertices (which are preferably on the plane of the polygon and are possibly (but not necessarily) two vertices of the polygon). More... | |
void | compute_texture_space (csMatrix3 &m, csVector3 &v, float xo, float yo, float zo, float x1, float y1, float z1, float len1, float A, float B, float C) |
void | compute_texture_space (csMatrix3 &m, csVector3 &v, const csVector3 &v_orig, const csVector3 &v1, float len1, const csVector3 &v2, float len2) |
Use 'v1' and 'len1' for the u-axis and 'v2' and 'len2' for the v-axis. More... | |
void | compute_texture_space (csMatrix3 &m, csVector3 &v, const csVector3 &v_orig, const csVector3 &v_u, const csVector3 &v_v) |
Similar to the previous function but treat as if the lengths are set to 1. | |
void | compute_texture_space (csMatrix3 &m, csVector3 &v, float xo, float yo, float zo, float xu, float yu, float zu, float xv, float yv, float zv, float xw, float yw, float zw) |
The most general function. More... |
This class makes it easiers to define textures for polygons given various things.
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The most general function. With these you provide the matrix directly. |
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Use 'v1' and 'len1' for the u-axis and 'v2' and 'len2' for the v-axis. Otherwise this function is the same as the previous one. |
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Calculate the matrix using two vertices (which are preferably on the plane of the polygon and are possibly (but not necessarily) two vertices of the polygon). The first vertex is seen as the origin and the second as the u-axis of the texture space coordinate system. The v-axis is calculated on the plane of the polygon and orthogonal to the given u-axis. The length of the u-axis and the v-axis is given as the 'len1' parameter. For example, if 'len1' is equal to 2 this means that texture will be tiled exactly two times between vertex 'v_orig' and 'v1'. I hope this explanation is clear since I can't seem to make it any clearer :-) |