Team Fortress 2 Source Code as on 22/4/2020
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef TRANSFORMATIONS_H
#define TRANSFORMATIONS_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/mathlib.h"
#include "mathlib/vmatrix.h"
#include "tier1/utlbuffer.h"
#include "panorama.h"
#include "panoramatypes.h"
#include "layout/uilength.h"
namespace panorama
{
class CTransform3D
{
public:
virtual ~CTransform3D() {}
virtual ETransform3DType GetType() const = 0;
virtual VMatrix GetTransformMatrix( float flParentWidth, float flParentHeight ) const = 0;
virtual CTransform3D *Clone() const = 0;
virtual void ScaleLengthValues( float flScaleFactor ) = 0;
virtual bool BOnlyImpacts2DValues() = 0;
virtual bool operator==( const CTransform3D &rhs ) const = 0;
bool operator!=( const CTransform3D &rhs ) const { return !(*this == rhs); }
};
// Helpers for interpolating 3d transform matrixes
struct DecomposedMatrix_t
{
DecomposedMatrix_t()
{
m_flTranslationXYZ[0] = 0.0f;
m_flTranslationXYZ[1] = 0.0f;
m_flTranslationXYZ[2] = 0.0f;
m_flScaleXYZ[0] = 1.0;
m_flScaleXYZ[1] = 1.0;
m_flScaleXYZ[2] = 1.0;
m_flSkewXY = 0.0f;
m_flSkewXZ = 0.0f;
m_flSkewYZ = 0.0f;
m_quatTransform.Init();
}
float m_flTranslationXYZ[3];
float m_flScaleXYZ[3];
float m_flSkewXY;
float m_flSkewXZ;
float m_flSkewYZ;
Quaternion m_quatTransform;
};
DecomposedMatrix_t DecomposeTransformMatrix( VMatrix matrix );
VMatrix RecomposeTransformMatrix( const DecomposedMatrix_t &decomposed );
VMatrix InterpolateTransformMatrix( VMatrix from, VMatrix to, float flTimeProgress );
class CTransformRotate3D : public CTransform3D
{
public:
// Transform in 3D space:
// PITCH: Clockwise rotation around the Y axis.
// YAW: Counterclockwise rotation around the Z axis.
// ROLL: Counterclockwise rotation around the X axis.
CTransformRotate3D( float flDegreesPitch, float flDegreesYaw, float flDegreesRoll )
{
QAngle angle( flDegreesPitch, flDegreesYaw, flDegreesRoll );
AngleQuaternion( angle, m_quatTransform );
}
ETransform3DType GetType() const { return k_ETransform3DRotate; }
VMatrix GetTransformMatrix( float flParentWidth, float flParentHeight ) const
{
matrix3x4_t mat;
QuaternionMatrix( m_quatTransform, mat );
return VMatrix( mat );
}
bool BOnlyImpacts2DValues()
{
return false;
}
virtual CTransform3D *Clone() const
{
CTransformRotate3D *pRet = new CTransformRotate3D();
pRet->m_quatTransform = m_quatTransform;
return pRet;
}
QAngle GetAngles() const
{
QAngle angle;
QuaternionAngles( m_quatTransform, angle );
return angle;
}
virtual void ScaleLengthValues( float flScaleFactor ) { }
virtual bool operator==( const CTransform3D &other ) const
{
if ( other.GetType() != k_ETransform3DRotate )
return false;
const CTransformRotate3D &rhs = (const CTransformRotate3D &)other;
return (m_quatTransform == rhs.m_quatTransform);
}
protected:
CTransformRotate3D() {}
private:
Quaternion m_quatTransform;
};
class CTransformTranslate3D : public CTransform3D
{
public:
// Translate in 3D space
CTransformTranslate3D( float x, float y, float z )
{
m_x.SetLength( x );
m_y.SetLength( y );
m_z.SetLength( z );
}
CTransformTranslate3D( const CUILength &x, const CUILength &y, const CUILength &z )
{
m_x = x;
m_y = y;
m_z = z;
}
bool BOnlyImpacts2DValues()
{
if( fabs( m_z.GetValueAsLength( 100 ) - 0.0f ) < 0.0001f )
return true;
return false;
}
ETransform3DType GetType() const { return k_ETransform3DTranslate; }
VMatrix GetTransformMatrix( float flParentWidth, float flParentHeight ) const
{
VMatrix mat = VMatrix::GetIdentityMatrix();
mat.SetTranslation( Vector( m_x.GetValueAsLength( flParentWidth ), m_y.GetValueAsLength( flParentHeight ), m_z.GetValueAsLength( 0 ) ) );
return mat;
}
virtual CTransform3D *Clone() const
{
return new CTransformTranslate3D( m_x, m_y, m_z );
}
virtual void ScaleLengthValues( float flScaleFactor )
{
m_x.ScaleLengthValue( flScaleFactor );
m_y.ScaleLengthValue( flScaleFactor );
m_z.ScaleLengthValue( flScaleFactor );
}
CUILength GetX() const { return m_x; }
CUILength GetY() const { return m_y; }
CUILength GetZ() const { return m_z; }
virtual bool operator==( const CTransform3D &other ) const
{
if ( other.GetType() != k_ETransform3DTranslate )
return false;
const CTransformTranslate3D &rhs = (const CTransformTranslate3D &)other;
return ( m_x == rhs.m_x && m_y == rhs.m_y && m_z == rhs.m_z );
}
private:
CUILength m_x;
CUILength m_y;
CUILength m_z;
};
class CTransformScale3D : public CTransform3D
{
public:
// Scale in 3D space
CTransformScale3D( float x, float y, float z ) : m_VecScale( x, y, z )
{
}
ETransform3DType GetType() const { return k_ETransform3DScale; }
bool BOnlyImpacts2DValues()
{
return false;
}
VMatrix GetTransformMatrix( float flParentWidth, float flParentHeight ) const
{
VMatrix mat;
MatrixBuildScale( mat, m_VecScale.x, m_VecScale.y, m_VecScale.z );
return mat;
}
virtual CTransform3D *Clone() const
{
return new CTransformScale3D( m_VecScale.x, m_VecScale.y, m_VecScale.z );
}
virtual void ScaleLengthValues( float flScaleFactor ) { }
float GetX() const { return m_VecScale.x; }
float GetY() const { return m_VecScale.y; }
float GetZ() const { return m_VecScale.z; }
virtual bool operator==( const CTransform3D &other ) const
{
if ( other.GetType() != k_ETransform3DScale )
return false;
const CTransformScale3D &rhs = (const CTransformScale3D &)other;
return ( m_VecScale == rhs.m_VecScale );
}
private:
Vector m_VecScale;
};
} // namespace panorama
#endif // TRANSFORMATIONS_H