vrshoot
diff libs/vmath/basis.cc @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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children |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/vmath/basis.cc Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,63 @@ 1.4 +#include "basis.h" 1.5 +#include "vmath.h" 1.6 + 1.7 +Basis::Basis() 1.8 +{ 1.9 + i = Vector3(1, 0, 0); 1.10 + j = Vector3(0, 1, 0); 1.11 + k = Vector3(0, 0, 1); 1.12 +} 1.13 + 1.14 +Basis::Basis(const Vector3 &i, const Vector3 &j, const Vector3 &k) 1.15 +{ 1.16 + this->i = i; 1.17 + this->j = j; 1.18 + this->k = k; 1.19 +} 1.20 + 1.21 +Basis::Basis(const Vector3 &dir, bool left_handed) 1.22 +{ 1.23 + k = dir; 1.24 + j = Vector3(0, 1, 0); 1.25 + i = cross_product(j, k); 1.26 + j = cross_product(k, i); 1.27 +} 1.28 + 1.29 +/** Rotate with euler angles */ 1.30 +void Basis::rotate(scalar_t x, scalar_t y, scalar_t z) { 1.31 + Matrix4x4 RotMat; 1.32 + RotMat.set_rotation(Vector3(x, y, z)); 1.33 + i.transform(RotMat); 1.34 + j.transform(RotMat); 1.35 + k.transform(RotMat); 1.36 +} 1.37 + 1.38 +/** Rotate by axis-angle specification */ 1.39 +void Basis::rotate(const Vector3 &axis, scalar_t angle) { 1.40 + Quaternion q; 1.41 + q.set_rotation(axis, angle); 1.42 + i.transform(q); 1.43 + j.transform(q); 1.44 + k.transform(q); 1.45 +} 1.46 + 1.47 +/** Rotate with a 4x4 matrix */ 1.48 +void Basis::rotate(const Matrix4x4 &mat) { 1.49 + i.transform(mat); 1.50 + j.transform(mat); 1.51 + k.transform(mat); 1.52 +} 1.53 + 1.54 +/** Rotate with a quaternion */ 1.55 +void Basis::rotate(const Quaternion &quat) { 1.56 + i.transform(quat); 1.57 + j.transform(quat); 1.58 + k.transform(quat); 1.59 +} 1.60 + 1.61 +/** Extract a rotation matrix from the orthogonal basis */ 1.62 +Matrix3x3 Basis::create_rotation_matrix() const { 1.63 + return Matrix3x3( i.x, j.x, k.x, 1.64 + i.y, j.y, k.y, 1.65 + i.z, j.z, k.z); 1.66 +}