quake4-sdk/source/idlib/math/Rotation.cpp

131 lines
2.0 KiB
C++

#include "../precompiled.h"
#pragma hdrstop
/*
============
idRotation::ToAngles
============
*/
idAngles idRotation::ToAngles( void ) const {
return ToMat3().ToAngles();
}
/*
============
idRotation::ToQuat
============
*/
idQuat idRotation::ToQuat( void ) 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( void ) 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( void ) const {
return ToMat3().ToMat4();
}
/*
============
idRotation::ToAngularVelocity
============
*/
idVec3 idRotation::ToAngularVelocity( void ) const {
return vec * DEG2RAD( angle );
}
/*
============
idRotation::Normalize180
============
*/
void idRotation::Normalize180( void ) {
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( void ) {
angle -= floor( angle / 360.0f ) * 360.0f;
if ( angle > 360.0f ) {
angle -= 360.0f;
}
else if ( angle < 0.0f ) {
angle += 360.0f;
}
}