// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #ifndef NIQUATTRANSFORM_H #define NIQUATTRANSFORM_H #include "NiAnimationLibType.h" #include #include #include "NiFlags.h" class NiStream; class NIANIMATION_ENTRY NiQuatTransform : public NiMemObject { public: NiQuatTransform(); NiQuatTransform(const NiPoint3& kTranslate, const NiQuaternion& kRotate, float fScale); const NiPoint3& GetTranslate() const; void SetTranslate(const NiPoint3& kTranslate); const NiQuaternion& GetRotate() const; void SetRotate(const NiQuaternion& kRotate); // This SetRotate function converts the NiMatrix3 to an NiQuaternion // before storing the value. It is provided as a convenience function. void SetRotate(const NiMatrix3& kRotate); float GetScale() const; void SetScale(float fScale); bool IsTranslateValid() const; bool IsRotateValid() const; bool IsScaleValid() const; bool IsTransformInvalid() const; bool operator==(const NiQuatTransform& kTransform) const; bool operator!=(const NiQuatTransform& kTransform) const; NiQuatTransform operator*(const NiQuatTransform& kTransform) const; void Invert(NiQuatTransform& kDest) const; void HierInvert(NiQuatTransform& kDest) const; NiQuatTransform HierApply(const NiQuatTransform& kTransform) const; void MakeInvalid(); // *** begin Emergent internal use only *** void LoadBinary(NiStream& kStream); void SaveBinary(NiStream& kStream); void GetViewerStrings(NiViewerStringsArray* pkStrings); // *** end Emergent internal use only *** protected: NiPoint3 m_kTranslate; NiQuaternion m_kRotate; float m_fScale; void SetTranslateValid(bool bValid); void SetRotateValid(bool bValid); void SetScaleValid(bool bValid); static const NiPoint3 INVALID_TRANSLATE; static const NiQuaternion INVALID_ROTATE; static const float INVALID_SCALE; }; #include "NiQuatTransform.inl" #endif // #ifndef NIQUATTRANSFORM_H