DDR-like camera motions for DancingCharacters

This commit is contained in:
Chris Danford
2003-06-07 22:20:39 +00:00
parent 739cc6d38b
commit f34d409d6e
4 changed files with 118 additions and 50 deletions
+20
View File
@@ -171,6 +171,26 @@ void RageMatrixRotationZ( RageMatrix* pOut, float theta )
pOut->m[1][0] = -pOut->m[0][1];
}
RageMatrix RageMatrixRotationX( float theta )
{
RageMatrix m;
RageMatrixRotationX( &m, theta );
return m;
}
RageMatrix RageMatrixRotationY( float theta )
{
RageMatrix m;
RageMatrixRotationY( &m, theta );
return m;
}
RageMatrix RageMatrixRotationZ( float theta )
{
RageMatrix m;
RageMatrixRotationZ( &m, theta );
return m;
}
/* This is similar in style to Actor::Command. However, Actors don't store
* matrix stacks; they only store offsets and scales, and compound them into
* a single transformations at once. This makes some things easy, but it's not