//----------------------------------------------------------------------------- // 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 _MANGAXIS_H_ #define _MANGAXIS_H_ #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif class MatrixF; class QuatF; //---------------------------------------------------------------------------- // rotation about an arbitrary axis through the origin: class AngAxisF { public: Point3F axis; F32 angle; AngAxisF(); AngAxisF( const Point3F & _axis, F32 _angle ); explicit AngAxisF( const MatrixF &m ); explicit AngAxisF( const QuatF &q ); AngAxisF& set( const Point3F & _axis, F32 _angle ); AngAxisF& set( const MatrixF & m ); AngAxisF& set( const QuatF & q ); bool operator ==( const AngAxisF & c ) const; bool operator !=( const AngAxisF & c ) const; MatrixF * setMatrix( MatrixF * mat ) const; static void RotateX(F32 angle, MatrixF * mat); static void RotateY(F32 angle, MatrixF * mat); static void RotateZ(F32 angle, MatrixF * mat); static void RotateX(F32 angle, const Point3F & from, Point3F * to); static void RotateY(F32 angle, const Point3F & from, Point3F * to); static void RotateZ(F32 angle, const Point3F & from, Point3F * to); }; //---------------------------------------------------------------------------- // AngAxisF implementation: inline AngAxisF::AngAxisF() { axis = Point3F(0.0f,0.0f,1.0f); angle = 0.0f; } inline AngAxisF::AngAxisF( const Point3F & _axis, F32 _angle ) { set(_axis,_angle); } inline AngAxisF::AngAxisF( const MatrixF & mat ) { set(mat); } inline AngAxisF::AngAxisF( const QuatF & quat ) { set(quat); } inline AngAxisF& AngAxisF::set( const Point3F & _axis, F32 _angle ) { axis = _axis; angle = _angle; return *this; } inline bool AngAxisF::operator ==( const AngAxisF & c ) const { return mFabs(angle-c.angle) < 0.0001f && (axis == c.axis); } inline bool AngAxisF::operator !=( const AngAxisF & c ) const { return !(*this == c); } #endif // _MANGAXIS_H_