// Filename: lorientation_src.I // Created by: frang, charles (23Jun00) // //////////////////////////////////////////////////////////////////// // // 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." // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Function: LOrientation::Default Constructor // Access: public // Description: //////////////////////////////////////////////////////////////////// INLINE_LINMATH FLOATNAME(LOrientation):: FLOATNAME(LOrientation)() { } //////////////////////////////////////////////////////////////////// // Function: LOrientation::Copy Constructor // Access: public // Description: //////////////////////////////////////////////////////////////////// INLINE_LINMATH FLOATNAME(LOrientation):: FLOATNAME(LOrientation)(const FLOATNAME(LQuaternion)& c) : FLOATNAME(LQuaternion)(c) { } //////////////////////////////////////////////////////////////////// // Function: LOrientation::Constructor // Access: public // Description: //////////////////////////////////////////////////////////////////// INLINE_LINMATH FLOATNAME(LOrientation):: FLOATNAME(LOrientation)(FLOATTYPE r, FLOATTYPE i, FLOATTYPE j, FLOATTYPE k) : FLOATNAME(LQuaternion)(r, i, j, k) { } //////////////////////////////////////////////////////////////////// // Function: LOrientation::Constructor // Access: public // Description: vector + twist //////////////////////////////////////////////////////////////////// INLINE_LINMATH FLOATNAME(LOrientation):: FLOATNAME(LOrientation)(const FLOATNAME(LVector3) &point_at, float twist) { float radians = deg_2_rad(twist); float theta_over_2 = radians * FLOATCONST(0.5); float sin_to2 = sinf(theta_over_2); set_r(cosf(theta_over_2)); set_i(point_at[0] * sin_to2); set_j(point_at[1] * sin_to2); set_k(point_at[2] * sin_to2); } //////////////////////////////////////////////////////////////////// // Function: LOrientation::Constructor // Access: public // Description: matrix3 //////////////////////////////////////////////////////////////////// INLINE_LINMATH FLOATNAME(LOrientation):: FLOATNAME(LOrientation)(const FLOATNAME(LMatrix3) &m) { set_from_matrix(m); } //////////////////////////////////////////////////////////////////// // Function: LOrientation::Constructor // Access: public // Description: matrix4 //////////////////////////////////////////////////////////////////// INLINE_LINMATH FLOATNAME(LOrientation):: FLOATNAME(LOrientation)(const FLOATNAME(LMatrix4) &m) { set_from_matrix(m); } //////////////////////////////////////////////////////////////////// // Function: LOrientation::operator * // Access: public // Description: 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); } //////////////////////////////////////////////////////////////////// // Function: LOrientation::operator * // Access: public // Description: 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); }