tge/engine/ts/tsTransform.cc
2017-04-17 06:17:10 -06:00

132 lines
2.9 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "ts/tsTransform.h"
#include "core/stream.h"
void Quat16::identity()
{
x = y = z = 0;
w = MAX_VAL;
}
QuatF & Quat16::getQuatF( QuatF * q ) const
{
q->x = float( x ) / float(MAX_VAL);
q->y = float( y ) / float(MAX_VAL);
q->z = float( z ) / float(MAX_VAL);
q->w = float( w ) / float(MAX_VAL);
return *q;
}
void Quat16::set( const QuatF & q )
{
x = (S16)(q.x * float(MAX_VAL));
y = (S16)(q.y * float(MAX_VAL));
z = (S16)(q.z * float(MAX_VAL));
w = (S16)(q.w * float(MAX_VAL));
}
S32 Quat16::operator==( const Quat16 & q ) const
{
return( x == q.x && y == q.y && z == q.z && w == q.w );
}
void Quat16::read(Stream * s)
{
s->read(&x);
s->read(&y);
s->read(&z);
s->read(&w);
}
void Quat16::write(Stream * s)
{
s->write(x);
s->write(y);
s->write(z);
s->write(w);
}
QuatF & TSTransform::interpolate( const QuatF & q1, const QuatF & q2, F32 interp, QuatF * q )
{
F32 Dot;
F32 Dist2;
F32 OneOverL;
F32 x1,y1,z1,w1;
F32 x2,y2,z2,w2;
//
// This is a linear interpolation with a fast renormalization.
//
x1 = q1.x;
y1 = q1.y;
z1 = q1.z;
w1 = q1.w;
x2 = q2.x;
y2 = q2.y;
z2 = q2.z;
w2 = q2.w;
// Determine if quats are further than 90 degrees
Dot = x1*x2 + y1*y2 + z1*z2 + w1*w2;
// If dot is negative flip one of the quaterions
if( Dot < 0.0f )
{
x1 = -x1;
y1 = -y1;
z1 = -z1;
w1 = -w1;
}
// Compute interpolated values
x1 = x1 + interp*(x2 - x1);
y1 = y1 + interp*(y2 - y1);
z1 = z1 + interp*(z2 - z1);
w1 = w1 + interp*(w2 - w1);
// Get squared distance of new quaternion
Dist2 = x1*x1 + y1*y1 + z1*z1 + w1*w1;
// Use home-baked polynomial to compute 1/sqrt(Dist2)
// since we know the range is 0.707 >= Dist2 <= 1.0
// we'll split in half.
if( Dist2<0.857f )
OneOverL = (((0.699368f)*Dist2) + -1.819985f)*Dist2 + 2.126369f; //0.0000792
else
OneOverL = (((0.454012f)*Dist2) + -1.403517f)*Dist2 + 1.949542f; //0.0000373
// Renormalize
q->x = x1*OneOverL;
q->y = y1*OneOverL;
q->z = z1*OneOverL;
q->w = w1*OneOverL;
return *q;
}
void TSTransform::applyScale(F32 scale, MatrixF * mat)
{
mat->scale(Point3F(scale,scale,scale));
}
void TSTransform::applyScale(const Point3F & scale, MatrixF * mat)
{
mat->scale(scale);
}
void TSTransform::applyScale(const TSScale & scale, MatrixF * mat)
{
MatrixF mat2;
TSTransform::setMatrix(scale.mRotate,&mat2);
MatrixF mat3(mat2);
mat3.inverse();
mat2.scale(scale.mScale);
mat2.mul(mat3);
mat->mul(mat2);
}