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126
deps/g3dlite/source/PhysicsFrame.cpp
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126
deps/g3dlite/source/PhysicsFrame.cpp
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/**
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\file PhysicsFrame.cpp
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\maintainer Morgan McGuire, http://graphics.cs.williams.edu
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\created 2002-07-09
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\edited 2013-04-25
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*/
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#include "G3D/platform.h"
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#include "G3D/Any.h"
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#include "G3D/stringutils.h"
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#include "G3D/PhysicsFrame.h"
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#include "G3D/BinaryInput.h"
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#include "G3D/BinaryOutput.h"
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#include "G3D/UprightFrame.h"
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namespace G3D {
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PhysicsFrame::PhysicsFrame() {
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translation = Vector3::zero();
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rotation = Quat();
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}
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PhysicsFrame::PhysicsFrame
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(const CoordinateFrame& coordinateFrame) {
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translation = coordinateFrame.translation;
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rotation = Quat(coordinateFrame.rotation);
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}
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Any PhysicsFrame::toAny() const {
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// Prefer to serialize as a CFrame, which is easier to read
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if (false) {
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Any a(Any::ARRAY, "PFrame");
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a.append(rotation, translation.toAny("Point3"));
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return a;
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} else {
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return CFrame(*this).toAny();
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}
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}
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PhysicsFrame::PhysicsFrame(const Any& a) {
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const std::string& n = toLower(a.name());
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*this = PhysicsFrame();
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if (beginsWith(n, "vector3") || beginsWith(n, "point3")) {
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*this = PhysicsFrame(Point3(a));
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} else if (beginsWith(n, "matrix3")) {
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*this = PhysicsFrame(Matrix3(a));
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} else if (beginsWith(n, "cframe") || beginsWith(n, "coordinateframe") || beginsWith(n, "matrix4")) {
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*this = CoordinateFrame(a);
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} else if (beginsWith(n, "uprightframe")) {
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*this = UprightFrame(a).toCoordinateFrame();
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} else if (beginsWith(n, "pframe") || beginsWith(n, "physicsframe")) {
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if (a.type() == Any::ARRAY) {
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a.verifySize(2);
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rotation = a[0];
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translation = a[1];
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} else {
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for (Any::AnyTable::Iterator it = a.table().begin(); it.isValid(); ++it) {
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const std::string& n = toLower(it->key);
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if (n == "translation") {
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translation = it->value;
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} else if (n == "rotation") {
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rotation = it->value;
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} else {
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a.verify(false, "Illegal table key: " + it->key);
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}
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}
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}
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} else {
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a.verify(false, "Unrecognized class name where a PhysicsFrame or equivalent was expected.");
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}
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}
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PhysicsFrame PhysicsFrame::operator*(const PhysicsFrame& other) const {
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PhysicsFrame result;
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result.rotation = rotation * other.rotation;
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result.translation = translation + rotation.toRotationMatrix() * other.translation;
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return result;
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}
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PhysicsFrame::operator CoordinateFrame() const {
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CoordinateFrame f;
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f.translation = translation;
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f.rotation = rotation.toRotationMatrix();
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return f;
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}
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PhysicsFrame PhysicsFrame::lerp(
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const PhysicsFrame& other,
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float alpha) const {
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PhysicsFrame result;
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result.translation = translation.lerp(other.translation, alpha);
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result.rotation = rotation.slerp(other.rotation, alpha);
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return result;
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}
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void PhysicsFrame::deserialize(class BinaryInput& b) {
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translation.deserialize(b);
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rotation.deserialize(b);
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}
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void PhysicsFrame::serialize(class BinaryOutput& b) const {
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translation.serialize(b);
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rotation.serialize(b);
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}
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}; // namespace
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