Normal
This function transforms a normal from one space to another. It will give the same results as Transform::Vector except the resulting vector will be normalized.
Syntax
- static Vec3 Normal(const Vec3& normal, Entity* src, Entity* dst)
- static Vec3 Normal(float x, float y, float z, Entity* src, Entity* dst)
- static Vec3 Normal(const Vec3& normal, const Mat4& src, const Mat4& dst)
- static Vec3 Normal(float x, float y, float z, const Mat4& src, const Mat4& dst)
Parameters
- normal: the normal to be transformed.
- x: the X component of the normal to be transformed.
- y: the Y component of the normal to be transformed.
- z: the Z component of the normal to be transformed.
- src: the source entity or 4x4 matrix to transform the normal from.
- dst: the destination entity or 4x4 matrix to transform the normal to.
Returns
Returns the transformed normal.
Example
#include "Leadwerks.h"
using namespace Leadwerks;
Model* model = NULL;
int main(int argc, const char *argv[])
{
Leadwerks::Window* window = Leadwerks::Window::Create();
Context* context = Context::Create(window);
World* world = World::Create();
Camera* camera = Camera::Create();
camera->Move(0, 0, -3);
Light* light = DirectionalLight::Create();
light->SetRotation(35, 35, 0);
//Create a model
model = Model::Box();
model->SetColor(0.0, 0.0, 1.0);
model->SetRotation(0, 180, 0);
model->SetScale(2);
while (true)
{
//Close the window to end the program
if (window->KeyHit(Key::Escape) || window->Closed()) return false;
Leadwerks::Time::Update();
world->Update();
world->Render();
//We're going to transform the normal (1,0,0) from global space to the model's local space
//Because the model is rotated to (0,180,0) and scaled to (2,2,2) the normal will be at (-1,0,0) in local space (relative to the model).
Vec3 v = Transform::Normal(1, 0, 0, NULL, model);
context->SetBlendMode(Blend::Alpha);
context->DrawText(v.ToString(), 2, 2);
context->SetBlendMode(Blend::Solid);
context->Sync(false);
}
return 0;
}