mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-27 06:32:27 +00:00
79ad905e05
Excluding 3rd party files.
211 lines
6.3 KiB
C++
211 lines
6.3 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#ifndef __MATH_ROTATION_H__
|
|
#define __MATH_ROTATION_H__
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Describes a complete rotation in degrees about an abritray axis.
|
|
A local rotation matrix is stored for fast rotation of multiple points.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
|
|
class idAngles;
|
|
class idQuat;
|
|
class idMat3;
|
|
|
|
class idRotation {
|
|
|
|
friend class idAngles;
|
|
friend class idQuat;
|
|
friend class idMat3;
|
|
|
|
public:
|
|
idRotation( void );
|
|
idRotation( const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle );
|
|
|
|
void Set( const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle );
|
|
void SetOrigin( const idVec3 &rotationOrigin );
|
|
void SetVec( const idVec3 &rotationVec ); // has to be normalized
|
|
void SetVec( const float x, const float y, const float z ); // has to be normalized
|
|
void SetAngle( const float rotationAngle );
|
|
void Scale( const float s );
|
|
void ReCalculateMatrix( void );
|
|
const idVec3 & GetOrigin( void ) const;
|
|
const idVec3 & GetVec( void ) const;
|
|
float GetAngle( void ) const;
|
|
|
|
idRotation operator-() const; // flips rotation
|
|
idRotation operator*( const float s ) const; // scale rotation
|
|
idRotation operator/( const float s ) const; // scale rotation
|
|
idRotation & operator*=( const float s ); // scale rotation
|
|
idRotation & operator/=( const float s ); // scale rotation
|
|
idVec3 operator*( const idVec3 &v ) const; // rotate vector
|
|
|
|
friend idRotation operator*( const float s, const idRotation &r ); // scale rotation
|
|
friend idVec3 operator*( const idVec3 &v, const idRotation &r ); // rotate vector
|
|
friend idVec3 & operator*=( idVec3 &v, const idRotation &r ); // rotate vector
|
|
|
|
idAngles ToAngles( void ) const;
|
|
idQuat ToQuat( void ) const;
|
|
const idMat3 & ToMat3( void ) const;
|
|
idMat4 ToMat4( void ) const;
|
|
idVec3 ToAngularVelocity( void ) const;
|
|
|
|
void RotatePoint( idVec3 &point ) const;
|
|
|
|
void Normalize180( void );
|
|
void Normalize360( void );
|
|
|
|
private:
|
|
idVec3 origin; // origin of rotation
|
|
idVec3 vec; // normalized vector to rotate around
|
|
float angle; // angle of rotation in degrees
|
|
mutable idMat3 axis; // rotation axis
|
|
mutable bool axisValid; // true if rotation axis is valid
|
|
};
|
|
|
|
|
|
ID_INLINE idRotation::idRotation( void ) {
|
|
}
|
|
|
|
ID_INLINE idRotation::idRotation( const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle ) {
|
|
origin = rotationOrigin;
|
|
vec = rotationVec;
|
|
angle = rotationAngle;
|
|
axisValid = false;
|
|
}
|
|
|
|
ID_INLINE void idRotation::Set( const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle ) {
|
|
origin = rotationOrigin;
|
|
vec = rotationVec;
|
|
angle = rotationAngle;
|
|
axisValid = false;
|
|
}
|
|
|
|
ID_INLINE void idRotation::SetOrigin( const idVec3 &rotationOrigin ) {
|
|
origin = rotationOrigin;
|
|
}
|
|
|
|
ID_INLINE void idRotation::SetVec( const idVec3 &rotationVec ) {
|
|
vec = rotationVec;
|
|
axisValid = false;
|
|
}
|
|
|
|
ID_INLINE void idRotation::SetVec( float x, float y, float z ) {
|
|
vec[0] = x;
|
|
vec[1] = y;
|
|
vec[2] = z;
|
|
axisValid = false;
|
|
}
|
|
|
|
ID_INLINE void idRotation::SetAngle( const float rotationAngle ) {
|
|
angle = rotationAngle;
|
|
axisValid = false;
|
|
}
|
|
|
|
ID_INLINE void idRotation::Scale( const float s ) {
|
|
angle *= s;
|
|
axisValid = false;
|
|
}
|
|
|
|
ID_INLINE void idRotation::ReCalculateMatrix( void ) {
|
|
axisValid = false;
|
|
ToMat3();
|
|
}
|
|
|
|
ID_INLINE const idVec3 &idRotation::GetOrigin( void ) const {
|
|
return origin;
|
|
}
|
|
|
|
ID_INLINE const idVec3 &idRotation::GetVec( void ) const {
|
|
return vec;
|
|
}
|
|
|
|
ID_INLINE float idRotation::GetAngle( void ) const {
|
|
return angle;
|
|
}
|
|
|
|
ID_INLINE idRotation idRotation::operator-() const {
|
|
return idRotation( origin, vec, -angle );
|
|
}
|
|
|
|
ID_INLINE idRotation idRotation::operator*( const float s ) const {
|
|
return idRotation( origin, vec, angle * s );
|
|
}
|
|
|
|
ID_INLINE idRotation idRotation::operator/( const float s ) const {
|
|
assert( s != 0.0f );
|
|
return idRotation( origin, vec, angle / s );
|
|
}
|
|
|
|
ID_INLINE idRotation &idRotation::operator*=( const float s ) {
|
|
angle *= s;
|
|
axisValid = false;
|
|
return *this;
|
|
}
|
|
|
|
ID_INLINE idRotation &idRotation::operator/=( const float s ) {
|
|
assert( s != 0.0f );
|
|
angle /= s;
|
|
axisValid = false;
|
|
return *this;
|
|
}
|
|
|
|
ID_INLINE idVec3 idRotation::operator*( const idVec3 &v ) const {
|
|
if ( !axisValid ) {
|
|
ToMat3();
|
|
}
|
|
return ((v - origin) * axis + origin);
|
|
}
|
|
|
|
ID_INLINE idRotation operator*( const float s, const idRotation &r ) {
|
|
return r * s;
|
|
}
|
|
|
|
ID_INLINE idVec3 operator*( const idVec3 &v, const idRotation &r ) {
|
|
return r * v;
|
|
}
|
|
|
|
ID_INLINE idVec3 &operator*=( idVec3 &v, const idRotation &r ) {
|
|
v = r * v;
|
|
return v;
|
|
}
|
|
|
|
ID_INLINE void idRotation::RotatePoint( idVec3 &point ) const {
|
|
if ( !axisValid ) {
|
|
ToMat3();
|
|
}
|
|
point = ((point - origin) * axis + origin);
|
|
}
|
|
|
|
#endif /* !__MATH_ROTATION_H__ */
|