mAngAxis.cpp
Engine/source/math/mAngAxis.cpp
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#include "math/mAngAxis.h" 25#include "math/mQuat.h" 26#include "math/mMatrix.h" 27 28AngAxisF & AngAxisF::set( const QuatF & q ) 29{ 30 angle = 2.0f * mAcos( q.w ); 31 F32 sinHalfAngle = mSqrt(q.x * q.x + q.y * q.y + q.z * q.z); 32 if (sinHalfAngle != 0.0f) 33 axis.set( q.x / sinHalfAngle, q.y / sinHalfAngle, q.z / sinHalfAngle ); 34 else 35 axis.set(1.0f,0.0f,0.0f); 36 return *this; 37} 38 39AngAxisF & AngAxisF::set( const MatrixF & mat ) 40{ 41 QuatF q( mat ); 42 set( q ); 43 return *this; 44} 45 46MatrixF * AngAxisF::setMatrix( MatrixF * mat ) const 47{ 48 QuatF q( *this ); 49 return q.setMatrix( mat ); 50} 51 52void AngAxisF::RotateX(F32 angle, MatrixF * mat) 53{ 54 // for now...do it the easy way 55 AngAxisF rotX(Point3F(1.0f,0.0f,0.0f),angle); 56 rotX.setMatrix(mat); 57} 58 59void AngAxisF::RotateY(F32 angle, MatrixF * mat) 60{ 61 // for now...do it the easy way 62 AngAxisF rotY(Point3F(0.0f,1.0f,0.0f),angle); 63 rotY.setMatrix(mat); 64} 65 66void AngAxisF::RotateZ(F32 angle, MatrixF * mat) 67{ 68 // for now...do it the easy way 69 AngAxisF rotZ(Point3F(0.0f,0.0f,1.0f),angle); 70 rotZ.setMatrix(mat); 71} 72 73void AngAxisF::RotateX(F32 angle, const Point3F & from, Point3F * to) 74{ 75 // for now...do it the easy way 76 MatrixF mat; 77 AngAxisF::RotateX(angle,&mat); 78 mat.mulV(from,to); 79} 80 81void AngAxisF::RotateY(F32 angle, const Point3F & from, Point3F * to) 82{ 83 // for now...do it the easy way 84 MatrixF mat; 85 AngAxisF::RotateY(angle,&mat); 86 mat.mulV(from,to); 87} 88 89void AngAxisF::RotateZ(F32 angle, const Point3F & from, Point3F * to) 90{ 91 // for now...do it the easy way 92 MatrixF mat; 93 AngAxisF::RotateZ(angle,&mat); 94 mat.mulV(from,to); 95} 96 97