/**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef ROTATION_TRANSLATION_SCALE_GLSLLIB #define ROTATION_TRANSLATION_SCALE_GLSLLIB mat4 rotationTranslationScale( in vec3 rotation, in vec3 translation, in vec3 scaling ) { mat4 st = mat4( scaling.x, 0.0, 0.0, 0.0 , 0.0, scaling.y, 0.0, 0.0 , 0.0, 0.0, scaling.z, 0.0 , translation.x - 0.5, translation.y - 0.5, translation.z - 0.5, 1.0 ); vec3 s = sin( rotation ); vec3 c = cos( rotation ); mat4 r = mat4( c.y * c.z, -c.x * s.z + s.x * s.y * c.z, s.x * s.z + c.x * s.y * c.z, 0.0 , c.y * s.z, c.x * c.z + s.x * s.y * s.z, -s.x * c.z + c.x * s.y * s.z, 0.0 , -s.y , s.x * c.y , c.x * c.y , 0.0 , 0.5 , 0.5 , 0.5 , 1.0 ); return( st * r ); } #endif