blender/intern/audaspace/intern/AUD_3DMath.h
2011-02-25 10:21:56 +00:00

196 lines
3.5 KiB
C++

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