server/dep/include/g3dlite/G3D/PhysicsFrame.h
Lynx3d ae3ad10bcf [10097] Update G3D up to v8.0b4
+ Got rid of zip lib requirement in G3D...
  Still can re-enable code by defining _HAVE_ZIP...

+ Remove silly X11 lib dependency from G3D
  Code doesn't seem to do anything yet anyway, and even if, we don't want it :p

+ Fix another weird G3D build problem...

+ Remove some __asm usage in g3d, which is not available on Win64
  My editor also decided to remove a ton of trailing white spaces...tss...

+ Reapply G3D fixes for 64bit VC

+ not use SSE specific header when SSE not enabled in *nix

+ Updated project files

+ New vmap_assembler VC90/VC80 Project

+ vmap assembler binaries updates

NOTE: Old vmap fikes expected work (as tests show) with new library version.
      But better use new generated versions. Its different in small parts to bad or good...

(based on Lynx3d's repo commit 44798d3)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-06-23 06:45:25 +04:00

74 lines
1.4 KiB
C++

/**
@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