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- //-----------------------------------------------------------------------------
- // 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);
- }
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