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