//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #ifndef _MTRANSFORM_H_ #define _MTRANSFORM_H_ #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif #ifndef _MANGAXIS_H_ #include "math/mAngAxis.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif /// A transform expressed as a combination of a position vector and an angular /// orientation. class TransformF { public: Point3F mPosition; AngAxisF mOrientation; bool mHasRotation; static const TransformF Identity; TransformF() : mPosition( Point3F::Zero ), mOrientation( Point3F( 0, 0, 1 ), 0 ), mHasRotation(true) { } TransformF( const Point3F& position, const AngAxisF& orientation ) { set( position, orientation ); mHasRotation = true; } TransformF( const MatrixF& mat ) { set( mat ); mHasRotation = true; } bool hasRotation() const { return mHasRotation; } void set( const Point3F& position, const AngAxisF& orientation ) { mPosition = position; mOrientation = orientation; } void set( const MatrixF& mat ) { mPosition = mat.getPosition(); mOrientation.set( mat ); } /// Return the position vector of the transform. const Point3F& getPosition() const { return mPosition; } /// REturn the orientation of the transform. const AngAxisF& getOrientation() const { return mOrientation; } MatrixF getMatrix() const { MatrixF mat; mOrientation.setMatrix( &mat ); mat.setPosition( mPosition ); return mat; } }; #endif // !_MTRANSFORM_H_