mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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211 lines
6.3 KiB
C++
211 lines
6.3 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __MATH_ROTATION_H__
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#define __MATH_ROTATION_H__
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/*
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===============================================================================
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Describes a complete rotation in degrees about an abritray axis.
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A local rotation matrix is stored for fast rotation of multiple points.
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===============================================================================
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*/
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class idAngles;
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class idQuat;
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class idMat3;
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class idRotation {
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friend class idAngles;
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friend class idQuat;
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friend class idMat3;
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public:
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idRotation( void );
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idRotation( const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle );
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void Set( const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle );
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void SetOrigin( const idVec3 &rotationOrigin );
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void SetVec( const idVec3 &rotationVec ); // has to be normalized
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void SetVec( const float x, const float y, const float z ); // has to be normalized
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void SetAngle( const float rotationAngle );
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void Scale( const float s );
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void ReCalculateMatrix( void );
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const idVec3 & GetOrigin( void ) const;
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const idVec3 & GetVec( void ) const;
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float GetAngle( void ) const;
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idRotation operator-() const; // flips rotation
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idRotation operator*( const float s ) const; // scale rotation
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idRotation operator/( const float s ) const; // scale rotation
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idRotation & operator*=( const float s ); // scale rotation
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idRotation & operator/=( const float s ); // scale rotation
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idVec3 operator*( const idVec3 &v ) const; // rotate vector
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friend idRotation operator*( const float s, const idRotation &r ); // scale rotation
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friend idVec3 operator*( const idVec3 &v, const idRotation &r ); // rotate vector
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friend idVec3 & operator*=( idVec3 &v, const idRotation &r ); // rotate vector
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idAngles ToAngles( void ) const;
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idQuat ToQuat( void ) const;
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const idMat3 & ToMat3( void ) const;
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idMat4 ToMat4( void ) const;
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idVec3 ToAngularVelocity( void ) const;
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void RotatePoint( idVec3 &point ) const;
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void Normalize180( void );
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void Normalize360( void );
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private:
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idVec3 origin; // origin of rotation
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idVec3 vec; // normalized vector to rotate around
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float angle; // angle of rotation in degrees
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mutable idMat3 axis; // rotation axis
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mutable bool axisValid; // true if rotation axis is valid
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};
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ID_INLINE idRotation::idRotation( void ) {
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}
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ID_INLINE idRotation::idRotation( const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle ) {
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origin = rotationOrigin;
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vec = rotationVec;
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angle = rotationAngle;
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axisValid = false;
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}
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ID_INLINE void idRotation::Set( const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle ) {
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origin = rotationOrigin;
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vec = rotationVec;
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angle = rotationAngle;
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axisValid = false;
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}
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ID_INLINE void idRotation::SetOrigin( const idVec3 &rotationOrigin ) {
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origin = rotationOrigin;
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}
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ID_INLINE void idRotation::SetVec( const idVec3 &rotationVec ) {
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vec = rotationVec;
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axisValid = false;
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}
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ID_INLINE void idRotation::SetVec( float x, float y, float z ) {
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vec[0] = x;
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vec[1] = y;
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vec[2] = z;
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axisValid = false;
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}
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ID_INLINE void idRotation::SetAngle( const float rotationAngle ) {
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angle = rotationAngle;
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axisValid = false;
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}
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ID_INLINE void idRotation::Scale( const float s ) {
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angle *= s;
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axisValid = false;
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}
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ID_INLINE void idRotation::ReCalculateMatrix( void ) {
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axisValid = false;
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ToMat3();
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}
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ID_INLINE const idVec3 &idRotation::GetOrigin( void ) const {
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return origin;
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}
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ID_INLINE const idVec3 &idRotation::GetVec( void ) const {
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return vec;
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}
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ID_INLINE float idRotation::GetAngle( void ) const {
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return angle;
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}
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ID_INLINE idRotation idRotation::operator-() const {
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return idRotation( origin, vec, -angle );
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}
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ID_INLINE idRotation idRotation::operator*( const float s ) const {
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return idRotation( origin, vec, angle * s );
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}
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ID_INLINE idRotation idRotation::operator/( const float s ) const {
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assert( s != 0.0f );
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return idRotation( origin, vec, angle / s );
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}
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ID_INLINE idRotation &idRotation::operator*=( const float s ) {
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angle *= s;
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axisValid = false;
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return *this;
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}
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ID_INLINE idRotation &idRotation::operator/=( const float s ) {
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assert( s != 0.0f );
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angle /= s;
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axisValid = false;
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return *this;
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}
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ID_INLINE idVec3 idRotation::operator*( const idVec3 &v ) const {
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if ( !axisValid ) {
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ToMat3();
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}
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return ((v - origin) * axis + origin);
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}
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ID_INLINE idRotation operator*( const float s, const idRotation &r ) {
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return r * s;
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}
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ID_INLINE idVec3 operator*( const idVec3 &v, const idRotation &r ) {
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return r * v;
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}
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ID_INLINE idVec3 &operator*=( idVec3 &v, const idRotation &r ) {
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v = r * v;
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return v;
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}
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ID_INLINE void idRotation::RotatePoint( idVec3 &point ) const {
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if ( !axisValid ) {
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ToMat3();
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}
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point = ((point - origin) * axis + origin);
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}
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#endif /* !__MATH_ROTATION_H__ */
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