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

91 lines
2.6 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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