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Engine directory for ticket #1
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Engine/source/math/mTransform.h
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Engine/source/math/mTransform.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _MTRANSFORM_H_
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#define _MTRANSFORM_H_
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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#ifndef _MANGAXIS_H_
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#include "math/mAngAxis.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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/// A transform expressed as a combination of a position vector and an angular
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/// orientation.
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class TransformF
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{
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public:
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Point3F mPosition;
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AngAxisF mOrientation;
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bool mHasRotation;
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static const TransformF Identity;
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TransformF()
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: mPosition( Point3F::Zero ),
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mOrientation( Point3F( 0, 0, 1 ), 0 ),
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mHasRotation(true)
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{
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}
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TransformF( const Point3F& position, const AngAxisF& orientation )
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{
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set( position, orientation );
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mHasRotation = true;
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}
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TransformF( const MatrixF& mat )
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{
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set( mat );
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mHasRotation = true;
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}
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bool hasRotation() const { return mHasRotation; }
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void set( const Point3F& position, const AngAxisF& orientation )
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{
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mPosition = position;
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mOrientation = orientation;
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}
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void set( const MatrixF& mat )
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{
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mPosition = mat.getPosition();
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mOrientation.set( mat );
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}
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/// Return the position vector of the transform.
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const Point3F& getPosition() const { return mPosition; }
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/// REturn the orientation of the transform.
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const AngAxisF& getOrientation() const { return mOrientation; }
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MatrixF getMatrix() const
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{
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MatrixF mat;
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mOrientation.setMatrix( &mat );
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mat.setPosition( mPosition );
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return mat;
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}
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};
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#endif // !_MTRANSFORM_H_
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