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#include "vg.h" // Required for the standard Vega classes
void getVegaObjectsWorldXYZ( vgObject *obj, float *x, float *y, float *z ){ // ################################################################## // # Public function // # // # Function shows to retrieve the current World(WCS) X,Y,Z // # coordinates of the give Vega Object // # // ################################################################## float d = 0.0f; vgPosition *pos = NULL;
// // Sanity check we need a vgObject // if( obj == NULL ) return;
// // Create a vgPos // pos = vgNewPos(); if( pos == NULL ) return;
// // Retrieve the current World(WCS) position from the object // vgGetWCSPos( obj, pos );
// // Now retrieve the position translation vector // vgGetPos( pos, x, y, z, d, d, d );
// // Release the vgPos as where done // vgDelPos( pos);
} // getVegaObjectsWorldXYZ
void getVegaObjectsWorldHPR( vgObject *obj, float *h, float *p, float *r ){ // ################################################################## // # Public function // # // # Function shows to retrieve the current World(WCS) H,P,R // # coordinates of the give Vega Object // # // ################################################################## float d = 0.0f; vgPosition *pos = NULL;
// // Sanity check we need a vgObject // if( obj == NULL ) return;
// // Create a vgPos // pos = vgNewPos(); if( pos == NULL ) return;
// // Retrieve the current World(WCS) position from the object // vgGetWCSPos( obj, pos );
// // Now retrieve the positions orientation vector // vgGetPos( pos, d, d, d, h, p, r );
// // Release the vgPos as where done // vgDelPos( pos);
} // getVegaObjectsWorldHPR
void getVegaObjectsWorldPos( vgObject *obj , float *x, float *y, float *z , float *h, float *p, float *r ){
// ################################################################## // # Public function // # // # Function shows to retrieve the current World(WCS) X,Y,Z H,P,R // # coordinates of the give Vega Object // # // ################################################################## vgPosition *pos = NULL;
// // Sanity check we need a vgObject // if( obj == NULL ) return;
// // Create a vgPos // pos = vgNewPos(); if( pos == NULL ) return;
// // Retrieve the current World(WCS) position from the object // vgGetWCSPos( obj, pos );
// // Now retrieve the position translation vector // vgGetPos( pos, x, y, z, h, p, r );
// // Release the vgPos as where done // vgDelPos( pos);
} // getVegaObjectsWorldPos
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