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-/*
-Copyright (c) 2003-2013 Gino van den Bergen / Erwin Coumans http://bulletphysics.org
-
-This software is provided 'as-is', without any express or implied warranty.
-In no event will the authors be held liable for any damages arising from the use of this software.
-Permission is granted to anyone to use this software for any purpose,
-including commercial applications, and to alter it and redistribute it freely,
-subject to the following restrictions:
-
-1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
-2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
-3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B3_TRANSFORM_H
-#define B3_TRANSFORM_H
-
-#include "b3Matrix3x3.h"
-
-#ifdef B3_USE_DOUBLE_PRECISION
-#define b3TransformData b3TransformDoubleData
-#else
-#define b3TransformData b3TransformFloatData
-#endif
-
-/**@brief The b3Transform class supports rigid transforms with only translation and rotation and no scaling/shear.
- *It can be used in combination with b3Vector3, b3Quaternion and b3Matrix3x3 linear algebra classes. */
-B3_ATTRIBUTE_ALIGNED16(class)
-b3Transform
-{
- ///Storage for the rotation
- b3Matrix3x3 m_basis;
- ///Storage for the translation
- b3Vector3 m_origin;
-
-public:
- /**@brief No initialization constructor */
- b3Transform() {}
- /**@brief Constructor from b3Quaternion (optional b3Vector3 )
- * @param q Rotation from quaternion
- * @param c Translation from Vector (default 0,0,0) */
- explicit B3_FORCE_INLINE b3Transform(const b3Quaternion& q,
- const b3Vector3& c = b3MakeVector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))
- : m_basis(q),
- m_origin(c)
- {
- }
-
- /**@brief Constructor from b3Matrix3x3 (optional b3Vector3)
- * @param b Rotation from Matrix
- * @param c Translation from Vector default (0,0,0)*/
- explicit B3_FORCE_INLINE b3Transform(const b3Matrix3x3& b,
- const b3Vector3& c = b3MakeVector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))
- : m_basis(b),
- m_origin(c)
- {
- }
- /**@brief Copy constructor */
- B3_FORCE_INLINE b3Transform(const b3Transform& other)
- : m_basis(other.m_basis),
- m_origin(other.m_origin)
- {
- }
- /**@brief Assignment Operator */
- B3_FORCE_INLINE b3Transform& operator=(const b3Transform& other)
- {
- m_basis = other.m_basis;
- m_origin = other.m_origin;
- return *this;
- }
-
- /**@brief Set the current transform as the value of the product of two transforms
- * @param t1 Transform 1
- * @param t2 Transform 2
- * This = Transform1 * Transform2 */
- B3_FORCE_INLINE void mult(const b3Transform& t1, const b3Transform& t2)
- {
- m_basis = t1.m_basis * t2.m_basis;
- m_origin = t1(t2.m_origin);
- }
-
- /* void multInverseLeft(const b3Transform& t1, const b3Transform& t2) {
- b3Vector3 v = t2.m_origin - t1.m_origin;
- m_basis = b3MultTransposeLeft(t1.m_basis, t2.m_basis);
- m_origin = v * t1.m_basis;
- }
- */
-
- /**@brief Return the transform of the vector */
- B3_FORCE_INLINE b3Vector3 operator()(const b3Vector3& x) const
- {
- return x.dot3(m_basis[0], m_basis[1], m_basis[2]) + m_origin;
- }
-
- /**@brief Return the transform of the vector */
- B3_FORCE_INLINE b3Vector3 operator*(const b3Vector3& x) const
- {
- return (*this)(x);
- }
-
- /**@brief Return the transform of the b3Quaternion */
- B3_FORCE_INLINE b3Quaternion operator*(const b3Quaternion& q) const
- {
- return getRotation() * q;
- }
-
- /**@brief Return the basis matrix for the rotation */
- B3_FORCE_INLINE b3Matrix3x3& getBasis() { return m_basis; }
- /**@brief Return the basis matrix for the rotation */
- B3_FORCE_INLINE const b3Matrix3x3& getBasis() const { return m_basis; }
-
- /**@brief Return the origin vector translation */
- B3_FORCE_INLINE b3Vector3& getOrigin() { return m_origin; }
- /**@brief Return the origin vector translation */
- B3_FORCE_INLINE const b3Vector3& getOrigin() const { return m_origin; }
-
- /**@brief Return a quaternion representing the rotation */
- b3Quaternion getRotation() const
- {
- b3Quaternion q;
- m_basis.getRotation(q);
- return q;
- }
-
- /**@brief Set from an array
- * @param m A pointer to a 15 element array (12 rotation(row major padded on the right by 1), and 3 translation */
- void setFromOpenGLMatrix(const b3Scalar* m)
- {
- m_basis.setFromOpenGLSubMatrix(m);
- m_origin.setValue(m[12], m[13], m[14]);
- }
-
- /**@brief Fill an array representation
- * @param m A pointer to a 15 element array (12 rotation(row major padded on the right by 1), and 3 translation */
- void getOpenGLMatrix(b3Scalar * m) const
- {
- m_basis.getOpenGLSubMatrix(m);
- m[12] = m_origin.getX();
- m[13] = m_origin.getY();
- m[14] = m_origin.getZ();
- m[15] = b3Scalar(1.0);
- }
-
- /**@brief Set the translational element
- * @param origin The vector to set the translation to */
- B3_FORCE_INLINE void setOrigin(const b3Vector3& origin)
- {
- m_origin = origin;
- }
-
- B3_FORCE_INLINE b3Vector3 invXform(const b3Vector3& inVec) const;
-
- /**@brief Set the rotational element by b3Matrix3x3 */
- B3_FORCE_INLINE void setBasis(const b3Matrix3x3& basis)
- {
- m_basis = basis;
- }
-
- /**@brief Set the rotational element by b3Quaternion */
- B3_FORCE_INLINE void setRotation(const b3Quaternion& q)
- {
- m_basis.setRotation(q);
- }
-
- /**@brief Set this transformation to the identity */
- void setIdentity()
- {
- m_basis.setIdentity();
- m_origin.setValue(b3Scalar(0.0), b3Scalar(0.0), b3Scalar(0.0));
- }
-
- /**@brief Multiply this Transform by another(this = this * another)
- * @param t The other transform */
- b3Transform& operator*=(const b3Transform& t)
- {
- m_origin += m_basis * t.m_origin;
- m_basis *= t.m_basis;
- return *this;
- }
-
- /**@brief Return the inverse of this transform */
- b3Transform inverse() const
- {
- b3Matrix3x3 inv = m_basis.transpose();
- return b3Transform(inv, inv * -m_origin);
- }
-
- /**@brief Return the inverse of this transform times the other transform
- * @param t The other transform
- * return this.inverse() * the other */
- b3Transform inverseTimes(const b3Transform& t) const;
-
- /**@brief Return the product of this transform and the other */
- b3Transform operator*(const b3Transform& t) const;
-
- /**@brief Return an identity transform */
- static const b3Transform& getIdentity()
- {
- static const b3Transform identityTransform(b3Matrix3x3::getIdentity());
- return identityTransform;
- }
-
- void serialize(struct b3TransformData & dataOut) const;
-
- void serializeFloat(struct b3TransformFloatData & dataOut) const;
-
- void deSerialize(const struct b3TransformData& dataIn);
-
- void deSerializeDouble(const struct b3TransformDoubleData& dataIn);
-
- void deSerializeFloat(const struct b3TransformFloatData& dataIn);
-};
-
-B3_FORCE_INLINE b3Vector3
-b3Transform::invXform(const b3Vector3& inVec) const
-{
- b3Vector3 v = inVec - m_origin;
- return (m_basis.transpose() * v);
-}
-
-B3_FORCE_INLINE b3Transform
-b3Transform::inverseTimes(const b3Transform& t) const
-{
- b3Vector3 v = t.getOrigin() - m_origin;
- return b3Transform(m_basis.transposeTimes(t.m_basis),
- v * m_basis);
-}
-
-B3_FORCE_INLINE b3Transform
- b3Transform::operator*(const b3Transform& t) const
-{
- return b3Transform(m_basis * t.m_basis,
- (*this)(t.m_origin));
-}
-
-/**@brief Test if two transforms have all elements equal */
-B3_FORCE_INLINE bool operator==(const b3Transform& t1, const b3Transform& t2)
-{
- return (t1.getBasis() == t2.getBasis() &&
- t1.getOrigin() == t2.getOrigin());
-}
-
-///for serialization
-struct b3TransformFloatData
-{
- b3Matrix3x3FloatData m_basis;
- b3Vector3FloatData m_origin;
-};
-
-struct b3TransformDoubleData
-{
- b3Matrix3x3DoubleData m_basis;
- b3Vector3DoubleData m_origin;
-};
-
-B3_FORCE_INLINE void b3Transform::serialize(b3TransformData& dataOut) const
-{
- m_basis.serialize(dataOut.m_basis);
- m_origin.serialize(dataOut.m_origin);
-}
-
-B3_FORCE_INLINE void b3Transform::serializeFloat(b3TransformFloatData& dataOut) const
-{
- m_basis.serializeFloat(dataOut.m_basis);
- m_origin.serializeFloat(dataOut.m_origin);
-}
-
-B3_FORCE_INLINE void b3Transform::deSerialize(const b3TransformData& dataIn)
-{
- m_basis.deSerialize(dataIn.m_basis);
- m_origin.deSerialize(dataIn.m_origin);
-}
-
-B3_FORCE_INLINE void b3Transform::deSerializeFloat(const b3TransformFloatData& dataIn)
-{
- m_basis.deSerializeFloat(dataIn.m_basis);
- m_origin.deSerializeFloat(dataIn.m_origin);
-}
-
-B3_FORCE_INLINE void b3Transform::deSerializeDouble(const b3TransformDoubleData& dataIn)
-{
- m_basis.deSerializeDouble(dataIn.m_basis);
- m_origin.deSerializeDouble(dataIn.m_origin);
-}
-
-#endif //B3_TRANSFORM_H