//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "math/mAngAxis.h" #include "math/mQuat.h" #include "math/mMatrix.h" AngAxisF & AngAxisF::set( const QuatF & q ) { angle = 2.0f * mAcos( q.w ); F32 sinHalfAngle = mSqrt(q.x * q.x + q.y * q.y + q.z * q.z); if (sinHalfAngle != 0.0f) axis.set( q.x / sinHalfAngle, q.y / sinHalfAngle, q.z / sinHalfAngle ); else axis.set(1.0f,0.0f,0.0f); return *this; } AngAxisF & AngAxisF::set( const MatrixF & mat ) { QuatF q( mat ); set( q ); return *this; } MatrixF * AngAxisF::setMatrix( MatrixF * mat ) const { QuatF q( *this ); return q.setMatrix( mat ); } void AngAxisF::RotateX(F32 angle, MatrixF * mat) { // for now...do it the easy way AngAxisF rotX(Point3F(1.0f,0.0f,0.0f),angle); rotX.setMatrix(mat); } void AngAxisF::RotateY(F32 angle, MatrixF * mat) { // for now...do it the easy way AngAxisF rotY(Point3F(0.0f,1.0f,0.0f),angle); rotY.setMatrix(mat); } void AngAxisF::RotateZ(F32 angle, MatrixF * mat) { // for now...do it the easy way AngAxisF rotZ(Point3F(0.0f,0.0f,1.0f),angle); rotZ.setMatrix(mat); } void AngAxisF::RotateX(F32 angle, const Point3F & from, Point3F * to) { // for now...do it the easy way MatrixF mat; AngAxisF::RotateX(angle,&mat); mat.mulV(from,to); } void AngAxisF::RotateY(F32 angle, const Point3F & from, Point3F * to) { // for now...do it the easy way MatrixF mat; AngAxisF::RotateY(angle,&mat); mat.mulV(from,to); } void AngAxisF::RotateZ(F32 angle, const Point3F & from, Point3F * to) { // for now...do it the easy way MatrixF mat; AngAxisF::RotateZ(angle,&mat); mat.mulV(from,to); }