#include MATRIX *RotMatrix(SVECTOR *r, MATRIX *m) { short s[3],c[3]; MATRIX tm[3]; s[0] = isin(r->vx); s[1] = isin(r->vy); s[2] = isin(r->vz); c[0] = icos(r->vx); c[1] = icos(r->vy); c[2] = icos(r->vz); // mX m->m[0][0] = ONE; m->m[0][1] = 0; m->m[0][2] = 0; m->m[1][0] = 0; m->m[1][1] = c[0]; m->m[1][2] = -s[0]; m->m[2][0] = 0; m->m[2][1] = s[0]; m->m[2][2] = c[0]; // mY tm[0].m[0][0] = c[1]; tm[0].m[0][1] = 0; tm[0].m[0][2] = s[1]; tm[0].m[1][0] = 0; tm[0].m[1][1] = ONE; tm[0].m[1][2] = 0; tm[0].m[2][0] = -s[1]; tm[0].m[2][1] = 0; tm[0].m[2][2] = c[1]; // mZ tm[1].m[0][0] = c[2]; tm[1].m[0][1] = -s[2]; tm[1].m[0][2] = 0; tm[1].m[1][0] = s[2]; tm[1].m[1][1] = c[2]; tm[1].m[1][2] = 0; tm[1].m[2][0] = 0; tm[1].m[2][1] = 0; tm[1].m[2][2] = ONE; PushMatrix(); MulMatrix0( m, &tm[0], &tm[2] ); MulMatrix0( &tm[2], &tm[1], m ); PopMatrix(); return m; } MATRIX *TransMatrix(MATRIX *m, VECTOR *r) { m->t[0] = r->vx; m->t[1] = r->vy; m->t[2] = r->vz; return m; }