Serious-Engine/Sources/Engine/Math/Placement.h
2016-03-11 18:20:51 -06:00

93 lines
3.6 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#ifndef SE_INCL_PLACEMENT_H
#define SE_INCL_PLACEMENT_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Math/Vector.h>
#include <Engine/Math/Geometry.h>
/*
* Placement of an object in 3D space
*/
class ENGINE_API CPlacement3D {
public:
FLOAT3D pl_PositionVector; // position in space
ANGLE3D pl_OrientationAngle; // angles of orientation
public:
/* Default constructor. */
inline CPlacement3D(void);
/* Constructor from coordinates and angle. */
inline CPlacement3D(const FLOAT3D &vPosition, const ANGLE3D &aOrientation);
/* Comparison operator. */
inline BOOL operator==(const CPlacement3D &plOther) const;
/* Rotate using trackball method. */
void Rotate_TrackBall(const ANGLE3D &a3dRotation);
/* Rotate using airplane method. */
void Rotate_Airplane(const ANGLE3D &a3dRotation);
/* Rotate using HPB method. */
void Rotate_HPB(const ANGLE3D &a3dRotation);
/* Translate in own coordinate system. */
void Translate_OwnSystem(const FLOAT3D &f3dRelativeTranslation);
/* Translate in absolute coordinate system. */
void Translate_AbsoluteSystem(const FLOAT3D &f3dAbsoluteTranslation);
/* Get the direction vector in the direction of this placement. */
inline void GetDirectionVector(FLOAT3D &vDirection);
/* Project this placement from absolute system to coordinate system of another placement. */
void AbsoluteToRelative(const CPlacement3D &plSystem);
void AbsoluteToRelativeSmooth(const CPlacement3D &plSystem);
/* Project this placement from coordinate system of another placement to absolute system. */
void RelativeToAbsolute(const CPlacement3D &plSystem);
void RelativeToAbsoluteSmooth(const CPlacement3D &plSystem);
/* Project this placement from system of one placement to system of another placement. */
void RelativeToRelative(const CPlacement3D &plSource, const CPlacement3D &plTarget);
void RelativeToRelativeSmooth(const CPlacement3D &plSource, const CPlacement3D &plTarget);
/* Make this placement be a linear interpolation between given two placements. */
void Lerp(const CPlacement3D &pl0, const CPlacement3D &pl1, FLOAT fFactor);
};
/* Stream operations */
ENGINE_API CTStream &operator>>(CTStream &strm, CPlacement3D &p3d);
ENGINE_API CTStream &operator<<(CTStream &strm, const CPlacement3D &p3d);
extern ENGINE_API CPlacement3D _plOrigin;
/* Default constructor. */
inline CPlacement3D::CPlacement3D(void) { }
/* Constructor from coordinates and angle. */
inline CPlacement3D::CPlacement3D(const FLOAT3D &vPosition, const ANGLE3D &aOrientation)
: pl_PositionVector(vPosition)
, pl_OrientationAngle(aOrientation)
{}
/* Comparison operator. */
inline BOOL CPlacement3D::operator==(const CPlacement3D &plOther) const {
return pl_PositionVector==plOther.pl_PositionVector
&& pl_OrientationAngle==plOther.pl_OrientationAngle;
}
/* Get the direction vector in the direction of this placement. */
inline void CPlacement3D::GetDirectionVector(FLOAT3D &vDirection)
{
AnglesToDirectionVector(pl_OrientationAngle, vDirection);
}
#endif /* include-once check. */