reactphysics3d/src/mathematics/Transform.cpp
2011-08-08 21:41:07 +00:00

52 lines
2.4 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
// Libraries
#include "Transform.h"
// Namespaces
using namespace reactphysics3d;
// Constructor
Transform::Transform() {
position = Vector3D(0.0, 0.0, 0.0);
orientation = Quaternion::identity();
}
// Constructor
Transform::Transform(const Vector3D& position, const Matrix3x3& orientation) {
this->position = position;
this->orientation = Quaternion(orientation);
}
// Constructor
Transform::Transform(const Vector3D& position, const Quaternion& orientation) {
this->position = position;
this->orientation = orientation;
}
// Destructor
Transform::~Transform() {
}