Show ModelMaths.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2004
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D 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 Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(__INCLUDE_ModelMathsh_INCLUDE__)
#define __INCLUDE_ModelMathsh_INCLUDE__
#include <common/Vector.h>
class ModelMaths
{
public:
static void angleQuaternion(const Vector &angles,
float quaternion[4]);
static void quaternionSlerp(float p[4],
float q[4], float t, float qt[4]);
static void angleMatrix(
const Vector &angles, float matrix[3][4]);
static void quaternionMatrix(
float quaternion[4], float matrix[3][4]);
static void concatTransforms(const float in1[3][4],
const float in2[3][4], float out[3][4]);
static void vectorIRotate(const Vector &in1,
const float in2[3][4], Vector &out);
static float dotProduct(const Vector &v1,
const Vector &v2)
{
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
}
static void vectorRotate(const Vector &in1,
const float in2[3][4], Vector &out)
{
out[0] = dotProduct(in1, in2[0]);
out[1] = dotProduct(in1, in2[1]);
out[2] = dotProduct(in1, in2[2]);
}
private:
ModelMaths();
};
#endif // __INCLUDE_ModelMathsh_INCLUDE__
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