/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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. =========================================================================== */ #pragma hdrstop #include "../precompiled.h" /* ============ idRotation::ToAngles ============ */ idAngles idRotation::ToAngles() const { return ToMat3().ToAngles(); } /* ============ idRotation::ToQuat ============ */ idQuat idRotation::ToQuat() const { float a, s, c; a = angle * ( idMath::M_DEG2RAD * 0.5f ); idMath::SinCos( a, s, c ); return idQuat( vec.x * s, vec.y * s, vec.z * s, c ); } /* ============ idRotation::toMat3 ============ */ const idMat3& idRotation::ToMat3() const { float wx, wy, wz; float xx, yy, yz; float xy, xz, zz; float x2, y2, z2; float a, c, s, x, y, z; if( axisValid ) { return axis; } a = angle * ( idMath::M_DEG2RAD * 0.5f ); idMath::SinCos( a, s, c ); x = vec[0] * s; y = vec[1] * s; z = vec[2] * s; x2 = x + x; y2 = y + y; z2 = z + z; xx = x * x2; xy = x * y2; xz = x * z2; yy = y * y2; yz = y * z2; zz = z * z2; wx = c * x2; wy = c * y2; wz = c * z2; axis[ 0 ][ 0 ] = 1.0f - ( yy + zz ); axis[ 0 ][ 1 ] = xy - wz; axis[ 0 ][ 2 ] = xz + wy; axis[ 1 ][ 0 ] = xy + wz; axis[ 1 ][ 1 ] = 1.0f - ( xx + zz ); axis[ 1 ][ 2 ] = yz - wx; axis[ 2 ][ 0 ] = xz - wy; axis[ 2 ][ 1 ] = yz + wx; axis[ 2 ][ 2 ] = 1.0f - ( xx + yy ); axisValid = true; return axis; } /* ============ idRotation::ToMat4 ============ */ idMat4 idRotation::ToMat4() const { return ToMat3().ToMat4(); } /* ============ idRotation::ToAngularVelocity ============ */ idVec3 idRotation::ToAngularVelocity() const { return vec * DEG2RAD( angle ); } /* ============ idRotation::Normalize180 ============ */ void idRotation::Normalize180() { angle -= floor( angle / 360.0f ) * 360.0f; if( angle > 180.0f ) { angle -= 360.0f; } else if( angle < -180.0f ) { angle += 360.0f; } } /* ============ idRotation::Normalize360 ============ */ void idRotation::Normalize360() { angle -= floor( angle / 360.0f ) * 360.0f; if( angle > 360.0f ) { angle -= 360.0f; } else if( angle < 0.0f ) { angle += 360.0f; } }