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Mask/include/GRotation.h

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#ifndef GROTATION_H
#define GROTATION_H
#include "G3Vec.h"
class GXRotation {
public:
GXRotation();
GXRotation(double ang);
~GXRotation();
G3Vec Rotate(const G3Vec& vector);
inline void SetAngle(double ang) { m_angle = ang; GenerateMatrix(); };
inline GXRotation GetInverse() { return GXRotation(-m_angle); };
inline G3Vec operator*(const G3Vec& vector) {
double x = m_matrix[0][0]*vector[0] + m_matrix[0][1]*vector[1] + m_matrix[0][2]*vector[2];
double y = m_matrix[1][0]*vector[0] + m_matrix[1][1]*vector[1] + m_matrix[1][2]*vector[2];
double z = m_matrix[2][0]*vector[0] + m_matrix[2][1]*vector[1] + m_matrix[2][2]*vector[2];
return G3Vec(x, y, z);
};
private:
void GenerateMatrix();
double m_angle;
double m_matrix[3][3];
};
class GYRotation {
public:
GYRotation();
GYRotation(double ang);
~GYRotation();
G3Vec Rotate(const G3Vec& vector);
inline void SetAngle(double ang) { m_angle = ang; GenerateMatrix(); };
inline GYRotation GetInverse() { return GYRotation(-m_angle); };
inline G3Vec operator*(const G3Vec& vector) {
double x = m_matrix[0][0]*vector[0] + m_matrix[0][1]*vector[1] + m_matrix[0][2]*vector[2];
double y = m_matrix[1][0]*vector[0] + m_matrix[1][1]*vector[1] + m_matrix[1][2]*vector[2];
double z = m_matrix[2][0]*vector[0] + m_matrix[2][1]*vector[1] + m_matrix[2][2]*vector[2];
return G3Vec(x, y, z);
};
private:
void GenerateMatrix();
double m_angle;
double m_matrix[3][3];
};
class GZRotation {
public:
GZRotation();
GZRotation(double ang);
~GZRotation();
G3Vec Rotate(const G3Vec& vector);
inline void SetAngle(double ang) { m_angle = ang; GenerateMatrix();};
inline GZRotation GetInverse() { return GZRotation(-m_angle); };
inline G3Vec operator*(const G3Vec& vector) {
double x = m_matrix[0][0]*vector[0] + m_matrix[0][1]*vector[1] + m_matrix[0][2]*vector[2];
double y = m_matrix[1][0]*vector[0] + m_matrix[1][1]*vector[1] + m_matrix[1][2]*vector[2];
double z = m_matrix[2][0]*vector[0] + m_matrix[2][1]*vector[1] + m_matrix[2][2]*vector[2];
return G3Vec(x, y, z);
};
private:
void GenerateMatrix();
double m_angle;
double m_matrix[3][3];
};
#endif