open_toontown_panda3d/panda/src/linmath/lorientation_src.I

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// Filename: lorientation_src.I
// Created by: frang, charles (23Jun00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: LOrientation::Default Constructor
// Access: public
// Description:
////////////////////////////////////////////////////////////////////
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)() {
}
////////////////////////////////////////////////////////////////////
// Function: LOrientation::Copy Constructor
// Access: public
// Description:
////////////////////////////////////////////////////////////////////
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(const FLOATNAME(LQuaternion)& c) :
FLOATNAME(LQuaternion)(c) {
}
////////////////////////////////////////////////////////////////////
// Function: LOrientation::Constructor
// Access: public
// Description:
////////////////////////////////////////////////////////////////////
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(FLOATTYPE r, FLOATTYPE i, FLOATTYPE j, FLOATTYPE k) :
FLOATNAME(LQuaternion)(r, i, j, k) {
}
////////////////////////////////////////////////////////////////////
// Function: LOrientation::Constructor
// Access: public
// Description: vector + twist
////////////////////////////////////////////////////////////////////
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(const FLOATNAME(LVector3) &point_at, float twist) {
float radians = deg_2_rad(twist);
float theta_over_2 = radians * FLOATCONST(0.5);
float sin_to2 = sinf(theta_over_2);
set_r(cosf(theta_over_2));
set_i(point_at[0] * sin_to2);
set_j(point_at[1] * sin_to2);
set_k(point_at[2] * sin_to2);
}
////////////////////////////////////////////////////////////////////
// Function: LOrientation::Constructor
// Access: public
// Description: matrix3
////////////////////////////////////////////////////////////////////
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(const FLOATNAME(LMatrix3) &m) {
set_from_matrix(m);
}
////////////////////////////////////////////////////////////////////
// Function: LOrientation::Constructor
// Access: public
// Description: matrix4
////////////////////////////////////////////////////////////////////
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(const FLOATNAME(LMatrix4) &m) {
set_from_matrix(m);
}
////////////////////////////////////////////////////////////////////
// Function: LOrientation::operator *
// Access: public
// Description: Orientation * rotation = Orientation
// Applies a rotation to an orientation.
////////////////////////////////////////////////////////////////////
INLINE_LINMATH FLOATNAME(LOrientation) FLOATNAME(LOrientation)::
operator * (const FLOATNAME(LRotation) &other) const {
return multiply((FLOATNAME(LOrientation) &)other);
}
////////////////////////////////////////////////////////////////////
// Function: LOrientation::operator *
// Access: public
// Description: Orientation * Orientation
// This is a meaningless operation, and will always
// simply return the rhs.
////////////////////////////////////////////////////////////////////
INLINE_LINMATH FLOATNAME(LOrientation) FLOATNAME(LOrientation)::
operator * (const FLOATNAME(LQuaternion) &other) const {
nassert_raise("LOrientation * LQuaternion is undefined; use LOrientation * LRotation or LQuaternion * LQuaternion");
return multiply((FLOATNAME(LOrientation) &)other);
}