In file include/csengine/textrans.h:

## class TextureTrans

> This is a static class which encapsulates a few functions that can transform texture information into a texture matrix/vector

### Public Methods

static void compute_texture_space( csMatrix3& m, csVector3& v, float xo, float yo, float zo, float x1, float y1, float z1, float len1, float x2, float y2, float z2, float len2)
static void compute_texture_space( csMatrix3& m, csVector3& v, float xo, float yo, float zo, float xu, float yu, float zu, float xv, float yv, float zv, float xw, float yw, float zw)
  The most general function
static void compute_texture_space( csMatrix3& m, csVector3& v, float xo, float yo, float zo, float x1, float y1, float z1, float len1, float A, float B, float C)
static void compute_texture_space( csMatrix3& m, csVector3& v, csVector3& v_orig, csVector3& v1, float len1, csVector3& v2, float len2)
  Use 'v1' and 'len1' for the u-axis and 'v2' and 'len2' for the v-axis
static void compute_texture_space( csMatrix3& m, csVector3& v, csVector3& v_orig, csVector3& v1, float len1, float A, float B, float C)
  Calculate the matrix using two vertices (which are preferably on the plane of the polygon and are possibly (but not necessarily) two vertices of the polygon)
static void compute_texture_space( csMatrix3& m, csVector3& v, csVector3& v_orig, csVector3& v_u, csVector3& v_v)
  Similar to the previous function but treat as if the lengths are set to 1
static void compute_texture_space( csMatrix3& m, csVector3& v, float xo, float yo, float zo, float xu, float yu, float zu, float xv, float yv, float zv)

## Documentation

> This is a static class which encapsulates a few functions that can transform texture information into a texture matrix/vector. This class makes it easiers to define textures for polygons given various things.

`static void compute_texture_space( csMatrix3& m, csVector3& v, csVector3& v_orig, csVector3& v1, float len1, float A, float B, float C)`
  Calculate the matrix using two vertices (which are preferably on the plane of the polygon and are possibly (but not necessarily) two vertices of the polygon). The first vertex is seen as the origin and the second as the u-axis of the texture space coordinate system. The v-axis is calculated on the plane of the polygon and orthogonal to the given u-axis. The length of the u-axis and the v-axis is given as the 'len1' parameter.

  For example, if 'len1' is equal to 2 this means that texture will be tiled exactly two times between vertex 'v_orig' and 'v1'. I hope this explanation is clear since I can't seem to make it any clearer :-)

`static void compute_texture_space( csMatrix3& m, csVector3& v, float xo, float yo, float zo, float x1, float y1, float z1, float len1, float A, float B, float C)`

`static void compute_texture_space( csMatrix3& m, csVector3& v, csVector3& v_orig, csVector3& v1, float len1, csVector3& v2, float len2)`
  Use 'v1' and 'len1' for the u-axis and 'v2' and 'len2' for the v-axis. Otherwise this function is the same as the previous one.

`static void compute_texture_space( csMatrix3& m, csVector3& v, float xo, float yo, float zo, float x1, float y1, float z1, float len1, float x2, float y2, float z2, float len2)`

`static void compute_texture_space( csMatrix3& m, csVector3& v, csVector3& v_orig, csVector3& v_u, csVector3& v_v)`
  Similar to the previous function but treat as if the lengths are set to 1

`static void compute_texture_space( csMatrix3& m, csVector3& v, float xo, float yo, float zo, float xu, float yu, float zu, float xv, float yv, float zv)`

`static void compute_texture_space( csMatrix3& m, csVector3& v, float xo, float yo, float zo, float xu, float yu, float zu, float xv, float yv, float zv, float xw, float yw, float zw)`
  The most general function. With these you provide the matrix directly.

This class has no child classes.

alphabetic index hierarchy of classes

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