Torque3D/Engine/source/math/mTransform.h
2012-09-19 11:15:01 -04:00

98 lines
2.9 KiB
C++

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