Rotation.cpp (3569B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #pragma hdrstop 30 #include "../precompiled.h" 31 32 /* 33 ============ 34 idRotation::ToAngles 35 ============ 36 */ 37 idAngles idRotation::ToAngles() const { 38 return ToMat3().ToAngles(); 39 } 40 41 /* 42 ============ 43 idRotation::ToQuat 44 ============ 45 */ 46 idQuat idRotation::ToQuat() const { 47 float a, s, c; 48 49 a = angle * ( idMath::M_DEG2RAD * 0.5f ); 50 idMath::SinCos( a, s, c ); 51 return idQuat( vec.x * s, vec.y * s, vec.z * s, c ); 52 } 53 54 /* 55 ============ 56 idRotation::toMat3 57 ============ 58 */ 59 const idMat3 &idRotation::ToMat3() const { 60 float wx, wy, wz; 61 float xx, yy, yz; 62 float xy, xz, zz; 63 float x2, y2, z2; 64 float a, c, s, x, y, z; 65 66 if ( axisValid ) { 67 return axis; 68 } 69 70 a = angle * ( idMath::M_DEG2RAD * 0.5f ); 71 idMath::SinCos( a, s, c ); 72 73 x = vec[0] * s; 74 y = vec[1] * s; 75 z = vec[2] * s; 76 77 x2 = x + x; 78 y2 = y + y; 79 z2 = z + z; 80 81 xx = x * x2; 82 xy = x * y2; 83 xz = x * z2; 84 85 yy = y * y2; 86 yz = y * z2; 87 zz = z * z2; 88 89 wx = c * x2; 90 wy = c * y2; 91 wz = c * z2; 92 93 axis[ 0 ][ 0 ] = 1.0f - ( yy + zz ); 94 axis[ 0 ][ 1 ] = xy - wz; 95 axis[ 0 ][ 2 ] = xz + wy; 96 97 axis[ 1 ][ 0 ] = xy + wz; 98 axis[ 1 ][ 1 ] = 1.0f - ( xx + zz ); 99 axis[ 1 ][ 2 ] = yz - wx; 100 101 axis[ 2 ][ 0 ] = xz - wy; 102 axis[ 2 ][ 1 ] = yz + wx; 103 axis[ 2 ][ 2 ] = 1.0f - ( xx + yy ); 104 105 axisValid = true; 106 107 return axis; 108 } 109 110 /* 111 ============ 112 idRotation::ToMat4 113 ============ 114 */ 115 idMat4 idRotation::ToMat4() const { 116 return ToMat3().ToMat4(); 117 } 118 119 /* 120 ============ 121 idRotation::ToAngularVelocity 122 ============ 123 */ 124 idVec3 idRotation::ToAngularVelocity() const { 125 return vec * DEG2RAD( angle ); 126 } 127 128 /* 129 ============ 130 idRotation::Normalize180 131 ============ 132 */ 133 void idRotation::Normalize180() { 134 angle -= floor( angle / 360.0f ) * 360.0f; 135 if ( angle > 180.0f ) { 136 angle -= 360.0f; 137 } 138 else if ( angle < -180.0f ) { 139 angle += 360.0f; 140 } 141 } 142 143 /* 144 ============ 145 idRotation::Normalize360 146 ============ 147 */ 148 void idRotation::Normalize360() { 149 angle -= floor( angle / 360.0f ) * 360.0f; 150 if ( angle > 360.0f ) { 151 angle -= 360.0f; 152 } 153 else if ( angle < 0.0f ) { 154 angle += 360.0f; 155 } 156 }