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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../precompiled.h"
- /*
- ============
- idRotation::ToAngles
- ============
- */
- idAngles idRotation::ToAngles() const {
- return ToMat3().ToAngles();
- }
- /*
- ============
- idRotation::ToQuat
- ============
- */
- idQuat idRotation::ToQuat() const {
- float a, s, c;
- a = angle * ( idMath::M_DEG2RAD * 0.5f );
- idMath::SinCos( a, s, c );
- return idQuat( vec.x * s, vec.y * s, vec.z * s, c );
- }
- /*
- ============
- idRotation::toMat3
- ============
- */
- const idMat3 &idRotation::ToMat3() const {
- float wx, wy, wz;
- float xx, yy, yz;
- float xy, xz, zz;
- float x2, y2, z2;
- float a, c, s, x, y, z;
- if ( axisValid ) {
- return axis;
- }
- a = angle * ( idMath::M_DEG2RAD * 0.5f );
- idMath::SinCos( a, s, c );
- x = vec[0] * s;
- y = vec[1] * s;
- z = vec[2] * s;
- x2 = x + x;
- y2 = y + y;
- z2 = z + z;
- xx = x * x2;
- xy = x * y2;
- xz = x * z2;
- yy = y * y2;
- yz = y * z2;
- zz = z * z2;
- wx = c * x2;
- wy = c * y2;
- wz = c * z2;
- axis[ 0 ][ 0 ] = 1.0f - ( yy + zz );
- axis[ 0 ][ 1 ] = xy - wz;
- axis[ 0 ][ 2 ] = xz + wy;
- axis[ 1 ][ 0 ] = xy + wz;
- axis[ 1 ][ 1 ] = 1.0f - ( xx + zz );
- axis[ 1 ][ 2 ] = yz - wx;
- axis[ 2 ][ 0 ] = xz - wy;
- axis[ 2 ][ 1 ] = yz + wx;
- axis[ 2 ][ 2 ] = 1.0f - ( xx + yy );
- axisValid = true;
- return axis;
- }
- /*
- ============
- idRotation::ToMat4
- ============
- */
- idMat4 idRotation::ToMat4() const {
- return ToMat3().ToMat4();
- }
- /*
- ============
- idRotation::ToAngularVelocity
- ============
- */
- idVec3 idRotation::ToAngularVelocity() const {
- return vec * DEG2RAD( angle );
- }
- /*
- ============
- idRotation::Normalize180
- ============
- */
- void idRotation::Normalize180() {
- angle -= floor( angle / 360.0f ) * 360.0f;
- if ( angle > 180.0f ) {
- angle -= 360.0f;
- }
- else if ( angle < -180.0f ) {
- angle += 360.0f;
- }
- }
- /*
- ============
- idRotation::Normalize360
- ============
- */
- void idRotation::Normalize360() {
- angle -= floor( angle / 360.0f ) * 360.0f;
- if ( angle > 360.0f ) {
- angle -= 360.0f;
- }
- else if ( angle < 0.0f ) {
- angle += 360.0f;
- }
- }
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