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