//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _TSTRANSFORM_H_ #define _TSTRANSFORM_H_ #ifndef _MMATH_H_ #include "math/mMath.h" #endif class Stream; /// compressed quaternion class struct Quat16 { enum { MAX_VAL = 0x7fff }; S16 x, y, z, w; void read(Stream *); void write(Stream *); void identity(); QuatF &getQuatF( QuatF * q ) const; void set( const QuatF & q ); S32 operator==( const Quat16 & q ) const; }; /// class to handle general scaling case /// /// transform = rot * scale * inv(rot) struct TSScale { QuatF mRotate; Point3F mScale; void identity() { mRotate.identity(); mScale.set( 1.0f,1.0f,1.0f ); } S32 operator==( const TSScale & other ) const { return mRotate==other.mRotate && mScale==other.mScale; } }; /// struct for encapsulating ts transform related static functions struct TSTransform { static Point3F & interpolate(const Point3F & p1, const Point3F & p2, F32 t, Point3F *); static F32 interpolate(F32 p1, F32 p2, F32 t); static QuatF & interpolate(const QuatF & q1, const QuatF & q2, F32 t, QuatF *); static TSScale & interpolate(const TSScale & s1, const TSScale & s2, F32 t, TSScale *); static void setMatrix(const QuatF & q, MatrixF *); static void setMatrix(const QuatF & q, const Point3F & p, MatrixF *); static void applyScale(F32 scale, MatrixF *); static void applyScale(const Point3F & scale, MatrixF *); static void applyScale(const TSScale & scale, MatrixF *); }; inline Point3F & TSTransform::interpolate(const Point3F & p1, const Point3F & p2, F32 t, Point3F * p) { p->x = p1.x + t * (p2.x-p1.x); p->y = p1.y + t * (p2.y-p1.y); p->z = p1.z + t * (p2.z-p1.z); return *p; } inline F32 TSTransform::interpolate(F32 p1, F32 p2, F32 t) { return p1 + t*(p2-p1); } inline TSScale & TSTransform::interpolate(const TSScale & s1, const TSScale & s2, F32 t, TSScale * s) { TSTransform::interpolate(s1.mRotate,s2.mRotate,t,&s->mRotate); TSTransform::interpolate(s1.mScale,s2.mScale,t,&s->mScale); return *s; } inline void TSTransform::setMatrix( const QuatF & q, const Point3F & p, MatrixF * pDest ) { q.setMatrix(pDest); pDest->setColumn(3,p); } inline void TSTransform::setMatrix( const QuatF & q, MatrixF * pDest ) { q.setMatrix(pDest); } #endif