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Diffstat (limited to 'intern/audaspace/intern/AUD_3DMath.h')
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diff --git a/intern/audaspace/intern/AUD_3DMath.h b/intern/audaspace/intern/AUD_3DMath.h
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-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * Copyright 2009-2011 Jörg Hermann Müller
- *
- * This file is part of AudaSpace.
- *
- * Audaspace 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.
- *
- * AudaSpace 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 Audaspace; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file audaspace/intern/AUD_3DMath.h
- * \ingroup audaspaceintern
- */
-
-
-#ifndef __AUD_3DMATH_H__
-#define __AUD_3DMATH_H__
-
-#include <cmath>
-#include <cstring>
-
-/**
- * This class represents a 3 dimensional vector.
- */
-class AUD_Vector3
-{
-private:
- /**
- * The vector components.
- */
- union
- {
- float m_v[3];
- struct
- {
- float m_x;
- float m_y;
- float m_z;
- };
- };
-
-public:
- /**
- * Creates a new 3 dimensional vector.
- * \param x The x component.
- * \param y The y component.
- * \param z The z component.
- */
- inline AUD_Vector3(float x = 0, float y = 0, float z = 0) :
- m_x(x), m_y(y), m_z(z)
- {
- }
-
- /**
- * Retrieves the x component of the vector.
- * \return The x component.
- */
- inline const float& x() const
- {
- return m_x;
- }
-
- /**
- * Retrieves the y component of the vector.
- * \return The y component.
- */
- inline const float& y() const
- {
- return m_y;
- }
-
- /**
- * Retrieves the z component of the vector.
- * \return The z component.
- */
- inline const float& z() const
- {
- return m_z;
- }
-
- /**
- * Retrieves the components of the vector.
- * \param destination Where the 3 float values should be saved to.
- */
- inline void get(float* destination) const
- {
- memcpy(destination, m_v, sizeof(m_v));
- }
-
- /**
- * Retrieves the components of the vector.
- * \return The components as float[3].
- */
- inline float* get()
- {
- return m_v;
- }
-
- /**
- * Retrieves the components of the vector.
- * \return The components as float[3].
- */
- inline const float* get() const
- {
- return m_v;
- }
-
- /**
- * Retrieves the length of the vector.
- * \return The length of the vector.
- */
- inline float length() const
- {
- return sqrt(m_x*m_x + m_y*m_y + m_z*m_z);
- }
-
- /**
- * Retrieves the cross product.
- * \param op The second operand.
- * \return The cross product of the two vectors.
- */
- inline AUD_Vector3 cross(const AUD_Vector3& op) const
- {
- return AUD_Vector3(m_y * op.m_z - m_z * op.m_y,
- m_z * op.m_x - m_x * op.m_z,
- m_x * op.m_y - m_y * op.m_x);
- }
-
- /**
- * Retrieves the dot product.
- * \param op The second operand.
- * \return The dot product of the two vectors.
- */
- inline float operator*(const AUD_Vector3& op) const
- {
- return m_x * op.m_x + m_y * op.m_y + m_z * op.m_z;
- }
-
- /**
- * Retrieves the product with a scalar.
- * \param op The second operand.
- * \return The scaled vector.
- */
- inline AUD_Vector3 operator*(const float& op) const
- {
- return AUD_Vector3(m_x * op, m_y * op, m_z * op);
- }
-
- /**
- * Adds two vectors.
- * \param op The second operand.
- * \return The sum vector.
- */
- inline AUD_Vector3 operator+(const AUD_Vector3& op) const
- {
- return AUD_Vector3(m_x + op.m_x, m_y + op.m_y, m_z + op.m_z);
- }
-
- /**
- * Subtracts two vectors.
- * \param op The second operand.
- * \return The difference vector.
- */
- inline AUD_Vector3 operator-(const AUD_Vector3& op) const
- {
- return AUD_Vector3(m_x - op.m_x, m_y - op.m_y, m_z - op.m_z);
- }
-
- /**
- * Negates the vector.
- * \return The vector facing in the opposite direction.
- */
- inline AUD_Vector3 operator-() const
- {
- return AUD_Vector3(-m_x, -m_y, -m_z);
- }
-
- /**
- * Subtracts the second vector.
- * \param op The second operand.
- * \return The difference vector.
- */
- inline AUD_Vector3& operator-=(const AUD_Vector3& op)
- {
- m_x -= op.m_x;
- m_y -= op.m_y;
- m_z -= op.m_z;
- return *this;
- }
-};
-
-/**
- * This class represents a quaternion used for 3D rotations.
- */
-class AUD_Quaternion
-{
-private:
- /**
- * The quaternion components.
- */
- union
- {
- float m_v[4];
- struct
- {
- float m_w;
- float m_x;
- float m_y;
- float m_z;
- };
- };
-
-public:
- /**
- * Creates a new quaternion.
- * \param w The w component.
- * \param x The x component.
- * \param y The y component.
- * \param z The z component.
- */
- inline AUD_Quaternion(float w = 1, float x = 0, float y = 0, float z = 0) :
- m_w(w), m_x(x), m_y(y), m_z(z)
- {
- }
-
- /**
- * Retrieves the w component of the quarternion.
- * \return The w component.
- */
- inline const float& w() const
- {
- return m_w;
- }
-
- /**
- * Retrieves the x component of the quarternion.
- * \return The x component.
- */
- inline const float& x() const
- {
- return m_x;
- }
-
- /**
- * Retrieves the y component of the quarternion.
- * \return The y component.
- */
- inline const float& y() const
- {
- return m_y;
- }
-
- /**
- * Retrieves the z component of the quarternion.
- * \return The z component.
- */
- inline const float& z() const
- {
- return m_z;
- }
-
- /**
- * Retrieves the components of the vector.
- * \param destination Where the 4 float values should be saved to.
- */
- inline void get(float* destination) const
- {
- memcpy(destination, m_v, sizeof(m_v));
- }
-
- /**
- * Retrieves the components of the vector.
- * \return The components as float[4].
- */
- inline float* get()
- {
- return m_v;
- }
-
- /**
- * Retrieves the components of the vector.
- * \return The components as float[4].
- */
- inline const float* get() const
- {
- return m_v;
- }
-
- /**
- * When the quaternion represents an orientation, this returns the negative
- * z axis vector.
- * \return The negative z axis vector.
- */
- inline AUD_Vector3 getLookAt() const
- {
- return AUD_Vector3(-2 * (m_w * m_y + m_x * m_z),
- 2 * (m_x * m_w - m_z * m_y),
- 2 * (m_x * m_x + m_y * m_y) - 1);
- }
-
- /**
- * When the quaternion represents an orientation, this returns the y axis
- * vector.
- * \return The y axis vector.
- */
- inline AUD_Vector3 getUp() const
- {
- return AUD_Vector3(2 * (m_x * m_y - m_w * m_z),
- 1 - 2 * (m_x * m_x + m_z * m_z),
- 2 * (m_w * m_x + m_y * m_z));
- }
-};
-
-#endif //__AUD_3DMATH_H__