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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.
- //-----------------------------------------------------------------------------
- #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_
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