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Diffstat (limited to 'dep/g3dlite/G3D/PhysicsFrame.h')
-rw-r--r-- | dep/g3dlite/G3D/PhysicsFrame.h | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/dep/g3dlite/G3D/PhysicsFrame.h b/dep/g3dlite/G3D/PhysicsFrame.h new file mode 100644 index 00000000000..a5a9305b83e --- /dev/null +++ b/dep/g3dlite/G3D/PhysicsFrame.h @@ -0,0 +1,74 @@ +/** + @file PhysicsFrame.h + + @maintainer Morgan McGuire, http://graphics.cs.williams.edu + + @created 2002-07-08 + @edited 2006-01-10 +*/ + +#ifndef G3D_PHYSICSFRAME_H +#define G3D_PHYSICSFRAME_H + +#include "G3D/platform.h" +#include "G3D/Vector3.h" +#include "G3D/Matrix3.h" +#include "G3D/Quat.h" +#include "G3D/CoordinateFrame.h" +#include <math.h> +#include <string> + + +namespace G3D { + +/** + An RT transformation using a quaternion; suitable for + physics integration. + + This interface is in "Beta" and will change in the next release. + */ +class PhysicsFrame { +public: + + Quat rotation; + + /** + Takes object space points to world space. + */ + Vector3 translation; + + /** + Initializes to the identity frame. + */ + PhysicsFrame(); + + /** + Purely translational force + */ + PhysicsFrame(const Vector3& translation) : translation(translation) {} + + PhysicsFrame(const CoordinateFrame& coordinateFrame); + + /** Compose: create the transformation that is <I>other</I> followed by <I>this</I>.*/ + PhysicsFrame operator*(const PhysicsFrame& other) const; + + virtual ~PhysicsFrame() {} + + CoordinateFrame toCoordinateFrame() const; + + /** + Linear interpolation (spherical linear for the rotations). + */ + PhysicsFrame lerp( + const PhysicsFrame& other, + float alpha) const; + + void deserialize(class BinaryInput& b); + + void serialize(class BinaryOutput& b) const; + +}; + +} // namespace + +#endif |