1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
|
/*
math/axis.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
// project headers
#include "math/axis.h"
#include "math/mathlib.h"
namespace math
{
Axis::Axis()
{
clear();
}
Axis::Axis(const Axis & other)
{
assign(other);
}
void Axis::clear()
{
axis_vector[0] = Vector3f(1.0f, 0.0f, 0.0f);
axis_vector[1] = Vector3f(0.0f, 1.0f, 0.0f);
axis_vector[2] = Vector3f(0.0f, 0.0f, 1.0f);
}
void Axis::assign(const Axis & other)
{
for (size_t i = 0; i < 3; i++) {
axis_vector[i].assign(other.axis_vector[i]);
}
}
void Axis::assign(const btMatrix3x3 & other)
{
for (size_t i = 0; i < 3; i++) {
for (size_t j = 0; j < 3; j++) {
axis_vector[i][j] = other[j][i];
}
}
}
Axis & Axis::operator=(const Axis & other)
{
assign(other);
return *this;
}
// change heading, rotate around Z-axis (positive is left)
void Axis::change_direction(const float angle)
{
float cosa = cosf(angle * M_PI / 180.0f);
float sina = sinf(angle * M_PI / 180.0f);
Vector3f forward = axis_vector[0] * cosa + axis_vector[1] * sina;
Vector3f left = axis_vector[1] * cosa - axis_vector[0] * sina;
axis_vector[0].assign(forward);
axis_vector[1].assign(left);
}
// change pitch, rotate around negative Y-axis (positive is up)
void Axis::change_pitch(const float angle)
{
float cosa = cosf(angle * M_PI / 180.0f);
float sina = sinf(angle * M_PI / 180.0f);
Vector3f forward = axis_vector[0] * cosa + axis_vector[2] * sina;
Vector3f up = axis_vector[2] * cosa - axis_vector[0] * sina;
axis_vector[0].assign(forward);
axis_vector[2].assign(up);
}
// change roll, rotate around forward vector (positive is left)
void Axis::change_roll(const float angle)
{
float cosa = cosf(angle * M_PI / 180.0f);
float sina = sinf(angle * M_PI / 180.0f);
Vector3f forward = axis_vector[2] * cosa + axis_vector[1] * sina;
Vector3f up = axis_vector[1] * cosa - axis_vector[2] * sina;
axis_vector[2].assign(forward);
axis_vector[1].assign(up);
}
// perform a rotation about an arbitrary axis
/* notes:
http://mathworld.wolfram.com/RotationFormula.html
*/
void Axis::rotate(Vector3f const &normal, float rad)
{
float cosa = cosf(rad);
float sina = sinf(rad);
for (size_t i = 0; i < 3; i++) {
axis_vector[i] =
axis_vector[i] * cosa +
normal * dotproduct(normal, axis_vector[i]) * (1 - cosa) +
crossproduct(axis_vector[i], normal) * sina;
}
}
const Axis Axis::transpose() const
{
Axis t;
for (size_t i = 0; i < 3; i++)
for (size_t j = 0; j < 3; j++)
t.axis_vector[i][j] = axis_vector[j][i];
return t;
}
const Axis Axis::operator*(const Axis &other) const
{
Axis t;
for (size_t i = 0; i < 3; i++)
t.axis_vector[i] = (*this) * other.axis_vector[i];
return t;
}
// write an axis to a std::ostream
std::ostream &operator<<(std::ostream & os, Axis const & axis)
{
os << axis.forward() << " ";
os << axis.left() << " ";
os << axis.up();
return os;
}
// read an axis from a std::istream
std::istream &operator>>(std::istream & is, Axis & axis)
{
is >> axis[0];
is >> axis[1];
is >> axis[2];
return is;
}
// local-to-global coordinates
Vector3f operator*(Axis const &axis, Vector3f const &vector)
{
return (Vector3f(vector[0] * axis[0] + vector[1] * axis[1] + vector[2] * axis[2]));
}
}
|