doom3-bfg/neo/idlib/math/Rotation.cpp

168 lines
3.5 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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;
}
}