Revision efaeb2a1
Added by Leszek Koltunski almost 7 years ago
| src/main/java/org/distorted/library/effect/MatrixEffectQuaternion.java | ||
|---|---|---|
| 65 | 65 |
float y = uniforms[NUM_UNIFORMS*index+5]; |
| 66 | 66 |
float z = uniforms[NUM_UNIFORMS*index+6]; |
| 67 | 67 |
|
| 68 |
Matrix.translateM(matrix, 0, x,-y, z);
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| 68 |
Matrix.translateM(matrix, 0, x,-y,-z);
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| 69 | 69 |
multiplyByQuat( matrix, qX, qY, qZ, qW); |
| 70 |
Matrix.translateM(matrix, 0,-x, y,-z);
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| 70 |
Matrix.translateM(matrix, 0,-x, y, z);
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| 71 | 71 |
} |
| 72 | 72 |
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| 73 | 73 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/library/effect/MatrixEffectRotate.java | ||
|---|---|---|
| 63 | 63 |
float y = uniforms[NUM_UNIFORMS*index+5]; |
| 64 | 64 |
float z = uniforms[NUM_UNIFORMS*index+6]; |
| 65 | 65 |
|
| 66 |
Matrix.translateM(matrix, 0, x,-y, z);
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| 66 |
Matrix.translateM(matrix, 0, x,-y,-z);
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| 67 | 67 |
Matrix.rotateM( matrix, 0, alpha, axisX, axisY, axisZ); |
| 68 |
Matrix.translateM(matrix, 0,-x, y,-z);
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| 68 |
Matrix.translateM(matrix, 0,-x, y, z);
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| 69 | 69 |
} |
| 70 | 70 |
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| 71 | 71 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Make Matrix effects Rotate and Quaternion actually correct when it comes to the Z-axis. Also corresponding adjustments in apps.