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https://github.com/TorqueGameEngines/Torque3D.git
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Commit from Azaezel to fix the naming of inspector fields. TypeMatrixField still messes around on first responder, we know these functions convert angAxis to eul properly and from eul to angAxis but when the data comes to TypeMatrix it changes.... weird issue is weird.
72 lines
2.1 KiB
C
72 lines
2.1 KiB
C
//-----------------------------------------------------------------------------
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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 _MMATH_H_
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#define _MMATH_H_
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#ifndef _MRECT_H_
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#include "math/mRect.h"
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#endif
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#ifndef _MBOX_H_
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#include "math/mBox.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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#ifndef _MQUAT_H_
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#include "math/mQuat.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 _MSPHERE_H_
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#include "math/mSphere.h"
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#endif
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#ifndef _MRANDOM_H_
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#include "math/mRandom.h"
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#endif
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#ifndef _MEASE_H_
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#include "math/mEase.h"
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#endif
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#ifndef MROTATION_H
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#include "math/mRotation.h"
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#endif
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inline AngAxisF mEulDegToAng(EulerF euler)
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{
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MatrixF tempMat = MatrixF(euler * M_PI_F / 180.0f, Point3F::Zero);
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AngAxisF angAx = AngAxisF(tempMat);
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return angAx;
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}
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inline EulerF mAngToEul(AngAxisF angAx)
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{
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MatrixF tempMat;
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angAx.setMatrix(&tempMat);
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EulerF euler = tempMat.toEuler();
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euler *= 180.0f / M_PI_F;
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return euler;
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}
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#endif //_MMATH_H_
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