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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 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 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.
- ===========================================================================
- */
- #ifndef __JOINTTRANSFORM_H__
- #define __JOINTTRANSFORM_H__
- /*
- ===============================================================================
- Joint Quaternion
- ===============================================================================
- */
- class idJointQuat {
- public:
- idQuat q;
- idVec3 t;
- };
- /*
- ===============================================================================
- Joint Matrix
- idMat3 m;
- idVec3 t;
- m[0][0], m[1][0], m[2][0], t[0]
- m[0][1], m[1][1], m[2][1], t[1]
- m[0][2], m[1][2], m[2][2], t[2]
- ===============================================================================
- */
- class idJointMat {
- public:
- void SetRotation( const idMat3 &m );
- void SetTranslation( const idVec3 &t );
- idVec3 operator*( const idVec3 &v ) const; // only rotate
- idVec3 operator*( const idVec4 &v ) const; // rotate and translate
- idJointMat & operator*=( const idJointMat &a ); // transform
- idJointMat & operator/=( const idJointMat &a ); // untransform
- bool Compare( const idJointMat &a ) const; // exact compare, no epsilon
- bool Compare( const idJointMat &a, const float epsilon ) const; // compare with epsilon
- bool operator==( const idJointMat &a ) const; // exact compare, no epsilon
- bool operator!=( const idJointMat &a ) const; // exact compare, no epsilon
- idMat3 ToMat3( void ) const;
- idVec3 ToVec3( void ) const;
- idJointQuat ToJointQuat( void ) const;
- const float * ToFloatPtr( void ) const;
- float * ToFloatPtr( void );
- private:
- float mat[3*4];
- };
- ID_INLINE void idJointMat::SetRotation( const idMat3 &m ) {
- // NOTE: idMat3 is transposed because it is column-major
- mat[0 * 4 + 0] = m[0][0];
- mat[0 * 4 + 1] = m[1][0];
- mat[0 * 4 + 2] = m[2][0];
- mat[1 * 4 + 0] = m[0][1];
- mat[1 * 4 + 1] = m[1][1];
- mat[1 * 4 + 2] = m[2][1];
- mat[2 * 4 + 0] = m[0][2];
- mat[2 * 4 + 1] = m[1][2];
- mat[2 * 4 + 2] = m[2][2];
- }
- ID_INLINE void idJointMat::SetTranslation( const idVec3 &t ) {
- mat[0 * 4 + 3] = t[0];
- mat[1 * 4 + 3] = t[1];
- mat[2 * 4 + 3] = t[2];
- }
- ID_INLINE idVec3 idJointMat::operator*( const idVec3 &v ) const {
- return idVec3( mat[0 * 4 + 0] * v[0] + mat[0 * 4 + 1] * v[1] + mat[0 * 4 + 2] * v[2],
- mat[1 * 4 + 0] * v[0] + mat[1 * 4 + 1] * v[1] + mat[1 * 4 + 2] * v[2],
- mat[2 * 4 + 0] * v[0] + mat[2 * 4 + 1] * v[1] + mat[2 * 4 + 2] * v[2] );
- }
- ID_INLINE idVec3 idJointMat::operator*( const idVec4 &v ) const {
- return idVec3( mat[0 * 4 + 0] * v[0] + mat[0 * 4 + 1] * v[1] + mat[0 * 4 + 2] * v[2] + mat[0 * 4 + 3] * v[3],
- mat[1 * 4 + 0] * v[0] + mat[1 * 4 + 1] * v[1] + mat[1 * 4 + 2] * v[2] + mat[1 * 4 + 3] * v[3],
- mat[2 * 4 + 0] * v[0] + mat[2 * 4 + 1] * v[1] + mat[2 * 4 + 2] * v[2] + mat[2 * 4 + 3] * v[3] );
- }
- ID_INLINE idJointMat &idJointMat::operator*=( const idJointMat &a ) {
- float dst[3];
- dst[0] = mat[0 * 4 + 0] * a.mat[0 * 4 + 0] + mat[1 * 4 + 0] * a.mat[0 * 4 + 1] + mat[2 * 4 + 0] * a.mat[0 * 4 + 2];
- dst[1] = mat[0 * 4 + 0] * a.mat[1 * 4 + 0] + mat[1 * 4 + 0] * a.mat[1 * 4 + 1] + mat[2 * 4 + 0] * a.mat[1 * 4 + 2];
- dst[2] = mat[0 * 4 + 0] * a.mat[2 * 4 + 0] + mat[1 * 4 + 0] * a.mat[2 * 4 + 1] + mat[2 * 4 + 0] * a.mat[2 * 4 + 2];
- mat[0 * 4 + 0] = dst[0];
- mat[1 * 4 + 0] = dst[1];
- mat[2 * 4 + 0] = dst[2];
- dst[0] = mat[0 * 4 + 1] * a.mat[0 * 4 + 0] + mat[1 * 4 + 1] * a.mat[0 * 4 + 1] + mat[2 * 4 + 1] * a.mat[0 * 4 + 2];
- dst[1] = mat[0 * 4 + 1] * a.mat[1 * 4 + 0] + mat[1 * 4 + 1] * a.mat[1 * 4 + 1] + mat[2 * 4 + 1] * a.mat[1 * 4 + 2];
- dst[2] = mat[0 * 4 + 1] * a.mat[2 * 4 + 0] + mat[1 * 4 + 1] * a.mat[2 * 4 + 1] + mat[2 * 4 + 1] * a.mat[2 * 4 + 2];
- mat[0 * 4 + 1] = dst[0];
- mat[1 * 4 + 1] = dst[1];
- mat[2 * 4 + 1] = dst[2];
- dst[0] = mat[0 * 4 + 2] * a.mat[0 * 4 + 0] + mat[1 * 4 + 2] * a.mat[0 * 4 + 1] + mat[2 * 4 + 2] * a.mat[0 * 4 + 2];
- dst[1] = mat[0 * 4 + 2] * a.mat[1 * 4 + 0] + mat[1 * 4 + 2] * a.mat[1 * 4 + 1] + mat[2 * 4 + 2] * a.mat[1 * 4 + 2];
- dst[2] = mat[0 * 4 + 2] * a.mat[2 * 4 + 0] + mat[1 * 4 + 2] * a.mat[2 * 4 + 1] + mat[2 * 4 + 2] * a.mat[2 * 4 + 2];
- mat[0 * 4 + 2] = dst[0];
- mat[1 * 4 + 2] = dst[1];
- mat[2 * 4 + 2] = dst[2];
- dst[0] = mat[0 * 4 + 3] * a.mat[0 * 4 + 0] + mat[1 * 4 + 3] * a.mat[0 * 4 + 1] + mat[2 * 4 + 3] * a.mat[0 * 4 + 2];
- dst[1] = mat[0 * 4 + 3] * a.mat[1 * 4 + 0] + mat[1 * 4 + 3] * a.mat[1 * 4 + 1] + mat[2 * 4 + 3] * a.mat[1 * 4 + 2];
- dst[2] = mat[0 * 4 + 3] * a.mat[2 * 4 + 0] + mat[1 * 4 + 3] * a.mat[2 * 4 + 1] + mat[2 * 4 + 3] * a.mat[2 * 4 + 2];
- mat[0 * 4 + 3] = dst[0];
- mat[1 * 4 + 3] = dst[1];
- mat[2 * 4 + 3] = dst[2];
- mat[0 * 4 + 3] += a.mat[0 * 4 + 3];
- mat[1 * 4 + 3] += a.mat[1 * 4 + 3];
- mat[2 * 4 + 3] += a.mat[2 * 4 + 3];
- return *this;
- }
- ID_INLINE idJointMat &idJointMat::operator/=( const idJointMat &a ) {
- float dst[3];
- mat[0 * 4 + 3] -= a.mat[0 * 4 + 3];
- mat[1 * 4 + 3] -= a.mat[1 * 4 + 3];
- mat[2 * 4 + 3] -= a.mat[2 * 4 + 3];
- dst[0] = mat[0 * 4 + 0] * a.mat[0 * 4 + 0] + mat[1 * 4 + 0] * a.mat[1 * 4 + 0] + mat[2 * 4 + 0] * a.mat[2 * 4 + 0];
- dst[1] = mat[0 * 4 + 0] * a.mat[0 * 4 + 1] + mat[1 * 4 + 0] * a.mat[1 * 4 + 1] + mat[2 * 4 + 0] * a.mat[2 * 4 + 1];
- dst[2] = mat[0 * 4 + 0] * a.mat[0 * 4 + 2] + mat[1 * 4 + 0] * a.mat[1 * 4 + 2] + mat[2 * 4 + 0] * a.mat[2 * 4 + 2];
- mat[0 * 4 + 0] = dst[0];
- mat[1 * 4 + 0] = dst[1];
- mat[2 * 4 + 0] = dst[2];
- dst[0] = mat[0 * 4 + 1] * a.mat[0 * 4 + 0] + mat[1 * 4 + 1] * a.mat[1 * 4 + 0] + mat[2 * 4 + 1] * a.mat[2 * 4 + 0];
- dst[1] = mat[0 * 4 + 1] * a.mat[0 * 4 + 1] + mat[1 * 4 + 1] * a.mat[1 * 4 + 1] + mat[2 * 4 + 1] * a.mat[2 * 4 + 1];
- dst[2] = mat[0 * 4 + 1] * a.mat[0 * 4 + 2] + mat[1 * 4 + 1] * a.mat[1 * 4 + 2] + mat[2 * 4 + 1] * a.mat[2 * 4 + 2];
- mat[0 * 4 + 1] = dst[0];
- mat[1 * 4 + 1] = dst[1];
- mat[2 * 4 + 1] = dst[2];
- dst[0] = mat[0 * 4 + 2] * a.mat[0 * 4 + 0] + mat[1 * 4 + 2] * a.mat[1 * 4 + 0] + mat[2 * 4 + 2] * a.mat[2 * 4 + 0];
- dst[1] = mat[0 * 4 + 2] * a.mat[0 * 4 + 1] + mat[1 * 4 + 2] * a.mat[1 * 4 + 1] + mat[2 * 4 + 2] * a.mat[2 * 4 + 1];
- dst[2] = mat[0 * 4 + 2] * a.mat[0 * 4 + 2] + mat[1 * 4 + 2] * a.mat[1 * 4 + 2] + mat[2 * 4 + 2] * a.mat[2 * 4 + 2];
- mat[0 * 4 + 2] = dst[0];
- mat[1 * 4 + 2] = dst[1];
- mat[2 * 4 + 2] = dst[2];
- dst[0] = mat[0 * 4 + 3] * a.mat[0 * 4 + 0] + mat[1 * 4 + 3] * a.mat[1 * 4 + 0] + mat[2 * 4 + 3] * a.mat[2 * 4 + 0];
- dst[1] = mat[0 * 4 + 3] * a.mat[0 * 4 + 1] + mat[1 * 4 + 3] * a.mat[1 * 4 + 1] + mat[2 * 4 + 3] * a.mat[2 * 4 + 1];
- dst[2] = mat[0 * 4 + 3] * a.mat[0 * 4 + 2] + mat[1 * 4 + 3] * a.mat[1 * 4 + 2] + mat[2 * 4 + 3] * a.mat[2 * 4 + 2];
- mat[0 * 4 + 3] = dst[0];
- mat[1 * 4 + 3] = dst[1];
- mat[2 * 4 + 3] = dst[2];
- return *this;
- }
- ID_INLINE bool idJointMat::Compare( const idJointMat &a ) const {
- int i;
- for ( i = 0; i < 12; i++ ) {
- if ( mat[i] != a.mat[i] ) {
- return false;
- }
- }
- return true;
- }
- ID_INLINE bool idJointMat::Compare( const idJointMat &a, const float epsilon ) const {
- int i;
- for ( i = 0; i < 12; i++ ) {
- if ( idMath::Fabs( mat[i] - a.mat[i] ) > epsilon ) {
- return false;
- }
- }
- return true;
- }
- ID_INLINE bool idJointMat::operator==( const idJointMat &a ) const {
- return Compare( a );
- }
- ID_INLINE bool idJointMat::operator!=( const idJointMat &a ) const {
- return !Compare( a );
- }
- ID_INLINE idMat3 idJointMat::ToMat3( void ) const {
- return idMat3( mat[0 * 4 + 0], mat[1 * 4 + 0], mat[2 * 4 + 0],
- mat[0 * 4 + 1], mat[1 * 4 + 1], mat[2 * 4 + 1],
- mat[0 * 4 + 2], mat[1 * 4 + 2], mat[2 * 4 + 2] );
- }
- ID_INLINE idVec3 idJointMat::ToVec3( void ) const {
- return idVec3( mat[0 * 4 + 3], mat[1 * 4 + 3], mat[2 * 4 + 3] );
- }
- ID_INLINE const float *idJointMat::ToFloatPtr( void ) const {
- return mat;
- }
- ID_INLINE float *idJointMat::ToFloatPtr( void ) {
- return mat;
- }
- #endif /* !__JOINTTRANSFORM_H__ */
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