X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FQuaternions.h;h=6104044aada9b8a6e412fe10b68913f274b14f8b;hb=1aef858f5ecb3dc8fd816e0155635371ed3632f2;hp=872500c9ddd8371d4f413515fc7a1eb685c7f2f9;hpb=0cca0c495c7dc29d134a10d7eed5de1f377c99bf;p=lugaru.git diff --git a/Source/Quaternions.h b/Source/Quaternions.h index 872500c..6104044 100644 --- a/Source/Quaternions.h +++ b/Source/Quaternions.h @@ -1,3 +1,24 @@ +/* +Copyright (C) 2003, 2010 - Wolfire Games + +This file is part of Lugaru. + +Lugaru 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. + +This program 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 this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + #ifndef _QUATERNIONS_H_ #define _QUATERNIONS_H_ @@ -8,8 +29,8 @@ //#include "Carbon.h" #include "math.h" -#include "Physicsmath.h" -#include "gl.h" +#include "PhysicsMath.h" +#include "gamegl.h" /**> Quaternion Structures <**/ #define PI 3.14159265355555897932384626 @@ -37,6 +58,7 @@ public: float x; float y; float z; + XYZ() : x(0.0f), y(0.0f), z(0.0f) {} inline XYZ operator+(XYZ add); inline XYZ operator-(XYZ add); inline XYZ operator*(float add); @@ -76,7 +98,8 @@ float LineFacetd(XYZ *p1,XYZ *p2,XYZ *pa,XYZ *pb,XYZ *pc,XYZ *n, XYZ *p); float LineFacetd(XYZ *p1,XYZ *p2,XYZ *pa,XYZ *pb,XYZ *pc, XYZ *p); bool PointInTriangle(Vector *p, Vector normal, float p11, float p12, float p13, float p21, float p22, float p23, float p31, float p32, float p33); bool LineFacet(Vector p1,Vector p2,Vector pa,Vector pb,Vector pc,Vector *p); -inline void ReflectVector(XYZ *vel, XYZ *n); +inline void ReflectVector(XYZ *vel, const XYZ *n); +inline void ReflectVector(XYZ *vel, const XYZ &n); inline XYZ DoRotation(XYZ thePoint, float xang, float yang, float zang); inline XYZ DoRotationRadian(XYZ thePoint, float xang, float yang, float zang); inline float findDistance(XYZ *point1, XYZ *point2); @@ -85,7 +108,7 @@ inline float findLengthfast(XYZ *point1); inline float findDistancefast(XYZ *point1, XYZ *point2); inline float findDistancefast(XYZ point1, XYZ point2); inline float findDistancefastflat(XYZ *point1, XYZ *point2); -inline float dotproduct(XYZ *point1, XYZ *point2); +inline float dotproduct(const XYZ *point1, const XYZ *point2); bool sphere_line_intersection ( float x1, float y1 , float z1, float x2, float y2 , float z2, @@ -207,9 +230,7 @@ inline void CrossProduct(XYZ P, XYZ Q, XYZ *V){ inline float fast_sqrt (register float arg) { -#ifdef WIN32 - return sqrtf( arg); -#else +#if PLATFORM_MACOSX // Can replace with slower return std::sqrt(arg); register float result; @@ -224,6 +245,8 @@ inline float fast_sqrt (register float arg) result = result + 0.5 * result * (1.0 - arg * result * result); return result * arg; +#else + return sqrtf( arg); #endif } @@ -235,16 +258,21 @@ inline float normaldotproduct(XYZ point1, XYZ point2){ return returnvalue; } -inline void ReflectVector(XYZ *vel, XYZ *n) +inline void ReflectVector(XYZ *vel, const XYZ *n) +{ + ReflectVector(vel, *n); +} + +inline void ReflectVector(XYZ *vel, const XYZ &n) { static XYZ vn; static XYZ vt; static float dotprod; - dotprod=dotproduct(n,vel); - vn.x=n->x*dotprod; - vn.y=n->y*dotprod; - vn.z=n->z*dotprod; + dotprod=dotproduct(&n,vel); + vn.x=n.x*dotprod; + vn.y=n.y*dotprod; + vn.z=n.z*dotprod; vt.x=vel->x-vn.x; vt.y=vel->y-vn.y; @@ -255,7 +283,7 @@ inline void ReflectVector(XYZ *vel, XYZ *n) vel->z = vt.z - vn.z; } -inline float dotproduct(XYZ *point1, XYZ *point2){ +inline float dotproduct(const XYZ *point1, const XYZ *point2){ static GLfloat returnvalue; returnvalue=(point1->x*point2->x+point1->y*point2->y+point1->z*point2->z); return returnvalue; @@ -463,4 +491,4 @@ inline bool DistancePointLine( XYZ *Point, XYZ *LineStart, XYZ *LineEnd, float * return 1; } -#endif \ No newline at end of file +#endif