World of Rigid Bodies (WoRB)
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Establishes temporarily a GL transform from body-fixed into world frame. More...
#include <Utilities.h>
Public Member Functions | |
GLTransform (const RigidBody &body, bool flattenHeight=false) | |
Constructor; saves the current and establishes a new transformation. | |
GLTransform (const double *matrix) | |
Constructor; saves the current and establishes a new transformation. | |
~GLTransform () | |
Destructor; restores the earlier transformation. |
Establishes temporarily a GL transform from body-fixed into world frame.
Usage: usually in a statement-block, like:
{ GLTransform _( body );
...code-here... }
Definition at line 210 of file Utilities.h.
WoRB::GLTransform::GLTransform | ( | const RigidBody & | body, |
bool | flattenHeight = false |
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) | [inline] |
Constructor; saves the current and establishes a new transformation.
Definition at line 215 of file Utilities.h.
References WoRB::QTensor::GetGLTransform(), and WoRB::RigidBody::ToWorld.
{ // Get the OpenGL transformation for the rigid body // GLdouble mat[ 16 ]; body.ToWorld.GetGLTransform( mat ); glPushMatrix (); // Save the current transformation if ( flattenHeight ) { glScaled( 1.0, 0, 1.0 ); } glMultMatrixd( mat ); // Transform from body-fixed into world frame }
WoRB::GLTransform::GLTransform | ( | const double * | matrix | ) | [inline] |
Constructor; saves the current and establishes a new transformation.
Definition at line 233 of file Utilities.h.
{ glPushMatrix (); // Save the current transformation glMultMatrixd( matrix ); // Transform from body-fixed into world frame }
WoRB::GLTransform::~GLTransform | ( | ) | [inline] |
Destructor; restores the earlier transformation.
Definition at line 241 of file Utilities.h.
{ glPopMatrix (); }