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deps/g3dlite/include/G3D/PhysicsFrame.h
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/**
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\file PhysicsFrame.h
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\maintainer Morgan McGuire, http://graphics.cs.williams.edu
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\created 2002-07-08
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\edited 2011-05-10
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*/
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#ifndef G3D_PhysicsFrame_h
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#define G3D_PhysicsFrame_h
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#include "G3D/platform.h"
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#include "G3D/Vector3.h"
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#include "G3D/Matrix3.h"
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#include "G3D/Quat.h"
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#include "G3D/CoordinateFrame.h"
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#include <math.h>
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#include <string>
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namespace G3D {
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/**
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An RT transformation using a quaternion; suitable for
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physics integration.
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This interface is in "Beta" and will change in the next release.
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*/
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class PhysicsFrame {
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public:
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Quat rotation;
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/**
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Origin of this reference frame in its parent's frame.
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*/
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Point3 translation;
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/**
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Initializes to the identity frame.
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*/
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PhysicsFrame();
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/**
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Purely translational.
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*/
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PhysicsFrame(const Vector3& translation) : translation(translation) {}
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PhysicsFrame(const Quat& rot, const Vector3& translation) : rotation(rot), translation(translation) {}
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PhysicsFrame(const Matrix3& rot, const Vector3& translation) : rotation(rot), translation(translation) {}
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PhysicsFrame(const Matrix3& rot) : rotation(rot), translation(Vector3::zero()) {}
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PhysicsFrame(const CoordinateFrame& coordinateFrame);
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PhysicsFrame& operator=(const PhysicsFrame& p) {
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rotation = p.rotation;
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translation = p.translation;
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return *this;
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}
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/**
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- PhysicsFrame( [quat], [vec3] )
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- Vector3( ... )
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- CFrame( ... )
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- CFrame::from...( ... )
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*/
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PhysicsFrame(const class Any& any);
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Any toAny() const;
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/** Compose: create the transformation that is <I>other</I> followed by <I>this</I>.*/
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PhysicsFrame operator*(const PhysicsFrame& other) const;
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virtual ~PhysicsFrame() {}
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/**
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Linear interpolation (spherical linear for the rotations).
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*/
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PhysicsFrame lerp(
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const PhysicsFrame& other,
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float alpha) const;
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void deserialize(class BinaryInput& b);
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void serialize(class BinaryOutput& b) const;
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operator CFrame() const;
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/** Multiplies both pieces by \a f; note that this will result in a non-unit
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quaternion that needs to be normalized */
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PhysicsFrame& operator*=(float f) {
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rotation *= f;
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translation *= f;
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return *this;
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}
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/** Multiplies both pieces by \a f; note that this will result in a non-unit
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quaternion that needs to be normalized */
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PhysicsFrame operator*(float f) const {
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return PhysicsFrame(rotation * f, translation * f);
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}
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PhysicsFrame operator+(const PhysicsFrame& f) const {
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return PhysicsFrame(rotation + f.rotation, translation + f.translation);
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}
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PhysicsFrame& operator+=(const PhysicsFrame& f) {
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rotation += f.rotation;
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translation += f.translation;
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return *this;
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}
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bool operator==(const PhysicsFrame& other) const {
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return (translation == other.translation) &&
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((rotation == other.rotation) || (rotation == -other.rotation));
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}
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bool operator!=(const PhysicsFrame& other) const {
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return ! ((*this) == other);
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}
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};
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typedef PhysicsFrame PFrame;
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} // namespace
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#endif
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