forked from bartvdbraak/blender
196 lines
3.5 KiB
C++
196 lines
3.5 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* Copyright 2009-2011 Jörg Hermann Müller
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*
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* This file is part of AudaSpace.
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*
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* Audaspace is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* AudaSpace is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Audaspace; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file audaspace/intern/AUD_3DMath.h
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* \ingroup audaspaceintern
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*/
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#ifndef AUD_3DMATH
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#define AUD_3DMATH
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class AUD_Quaternion
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{
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private:
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union
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{
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float m_v[4];
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struct
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{
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float m_w;
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float m_x;
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float m_y;
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float m_z;
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};
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};
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public:
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/**
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* Creates a new quaternion.
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* \param w The w component.
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* \param x The x component.
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* \param y The y component.
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* \param z The z component.
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*/
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inline AUD_Quaternion(float w, float x, float y, float z) :
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m_w(w), m_x(x), m_y(y), m_z(z)
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{
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}
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/**
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* Retrieves the w component of the quarternion.
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* \return The w component.
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*/
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inline const float& w() const
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{
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return m_w;
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}
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/**
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* Retrieves the x component of the quarternion.
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* \return The x component.
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*/
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inline const float& x() const
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{
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return m_x;
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}
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/**
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* Retrieves the y component of the quarternion.
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* \return The y component.
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*/
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inline const float& y() const
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{
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return m_y;
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}
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/**
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* Retrieves the z component of the quarternion.
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* \return The z component.
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*/
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inline const float& z() const
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{
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return m_z;
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}
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/**
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* Retrieves the components of the vector.
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* \param destination Where the 4 float values should be saved to.
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*/
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inline void get(float* destination) const
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{
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destination[0] = m_w;
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destination[1] = m_x;
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destination[2] = m_y;
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destination[3] = m_z;
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}
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/**
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* Retrieves the components of the vector.
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* \return The components as float[4].
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*/
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inline const float* get() const
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{
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return m_v;
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}
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};
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class AUD_Vector3
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{
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private:
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union
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{
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float m_v[3];
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struct
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{
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float m_x;
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float m_y;
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float m_z;
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};
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};
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public:
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/**
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* Creates a new 3 dimensional vector.
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* \param x The x component.
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* \param y The y component.
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* \param z The z component.
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*/
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inline AUD_Vector3(float x, float y, float z) :
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m_x(x), m_y(y), m_z(z)
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{
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}
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/**
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* Retrieves the x component of the vector.
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* \return The x component.
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*/
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inline const float& x() const
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{
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return m_x;
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}
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/**
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* Retrieves the y component of the vector.
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* \return The y component.
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*/
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inline const float& y() const
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{
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return m_y;
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}
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/**
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* Retrieves the z component of the vector.
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* \return The z component.
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*/
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inline const float& z() const
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{
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return m_z;
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}
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/**
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* Retrieves the components of the vector.
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* \param destination Where the 3 float values should be saved to.
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*/
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inline void get(float* destination) const
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{
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destination[0] = m_x;
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destination[1] = m_y;
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destination[2] = m_z;
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}
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/**
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* Retrieves the components of the vector.
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* \return The components as float[3].
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*/
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inline const float* get() const
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{
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return m_v;
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}
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};
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#endif //AUD_3DMATH
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