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- /*
- ===========================================================================
- 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__ */
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