historical/toontown-classic.git/panda/include/lorientation_src.I

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file lorientation_src.I
* @author frang, charles
* @date 2000-06-23
*/
/**
*
*/
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)() {
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(const FLOATNAME(LQuaternion)& c) :
FLOATNAME(LQuaternion)(c) {
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(FLOATTYPE r, FLOATTYPE i, FLOATTYPE j, FLOATTYPE k) :
FLOATNAME(LQuaternion)(r, i, j, k) {
}
/**
* vector + twist
*/
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(const FLOATNAME(LVector3) &point_at, FLOATTYPE twist) {
FLOATTYPE radians = deg_2_rad(twist);
FLOATTYPE theta_over_2 = radians * FLOATCONST(0.5);
FLOATTYPE sin_to2 = csin(theta_over_2);
set_r(ccos(theta_over_2));
set_i(point_at[0] * sin_to2);
set_j(point_at[1] * sin_to2);
set_k(point_at[2] * sin_to2);
}
/**
* matrix3
*/
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(const FLOATNAME(LMatrix3) &m) {
set_from_matrix(m);
}
/**
* matrix4
*/
INLINE_LINMATH FLOATNAME(LOrientation)::
FLOATNAME(LOrientation)(const FLOATNAME(LMatrix4) &m) {
set_from_matrix(m);
}
/**
* Orientation * rotation = Orientation Applies a rotation to an orientation.
*/
INLINE_LINMATH FLOATNAME(LOrientation) FLOATNAME(LOrientation)::
operator * (const FLOATNAME(LRotation) &other) const {
return multiply((FLOATNAME(LOrientation) &)other);
}
/**
* Orientation * Orientation This is a meaningless operation, and will always
* simply return the rhs.
*/
INLINE_LINMATH FLOATNAME(LOrientation) FLOATNAME(LOrientation)::
operator * (const FLOATNAME(LQuaternion) &other) const {
nassert_raise("LOrientation * LQuaternion is undefined; use LOrientation * LRotation or LQuaternion * LQuaternion");
return multiply((FLOATNAME(LOrientation) &)other);
}