A
download rotation.h
Language: C++
License: GPL
Copyright: (C) 2000-2001 Vincent LE PRINCE
LOC: 44
Project Info
Truevision
Server: SourceForge
Type: cvs
...evision\Truevision\include\
   atmosphere.h
   bicubic.h
   blob.h
   box.h
   camera.h
   cone.h
   cylinder.h
   density.h
   disc.h
   dlgutils.h
   fnintern.h
   fog.h
   function.h
   glview.h
   glview2d.h
   glview3d.h
   heightfield.h
   impsurface.h
   interface.h
   interior.h
   isosurface.h
   julia.h
   lathe.h
   lights.h
   linkobj.h
   main.h
   mapedit.h
   material.h
   matlib.h
   matlist.h
   matpov.h
   media.h
   mesh.h
   meshrotate.h
   meshscale.h
   meshtool.h
   meshtranslate.h
   obj3dcsg.h
   obj3ddef.h
   object3d.h
   objectlayer.h
   objectlist.h
   parametric.h
   plane.h
   polygon.h
   povfe.h
   povpreview.h
   povscript.h
   preferences.h
   prism.h
   proppanel.h
   pycamera.h
   pyengine.h
   pylights.h
   pyobjects.h
   pyscriptdb.h
   pyscriptobj.h
   pyutils.h
   rotation.h
   scene.h
   scriptobj.h
   slopemap.h
   sphere.h
   spheresweep.h
   spline2d.h
   spline3d.h
   superellipsoid.h
   texfinish.h
   texnormal.h
   texpigment.h
   text.h
   torus.h
   tvio.h
   tvwidgets.h
   undo.h
   utils3d.h
   vertex.h
   viewmanager.h

//*****************************************************************************************
// Truevision - a 3d modeler for povray
//
// rotation.h
//
// Vincent LE PRINCE <vincentleprince@users.sourceforge.net>
// Copyright (C) 2000-2001 Vincent LE PRINCE
// This file is part of the TRUEVISION Package

//   This program is free software; you can redistribute it and/or modify
//   it under the terms of the GNU General Public License as published by
//   the Free Software Foundation; either version 2 of the License, or
//   (at your option) any later version.
//
//   This program is distributed in the hope that it will be useful,
//   but WITHOUT ANY WARRANTY; without even the implied warranty of
//   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//   GNU General Public License for more details.
//
//   You should have received a copy of the GNU General Public License
//   along with this program; if not, write to the Free Software
//   Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.  */ 
//*******************************************************************************************
#ifndef ROTATION_H
#define ROTATION_H
using namespace std;
#include <math.h>
#include "GL/gl.h"
#include "GL/glu.h"
//#include "gtkgl/gtkglarea.h"
#include <iostream>
#include <fstream>

//**************************************************
// Classe Rotation
//**************************************************
class Rotation {
	private:
		double quatern[4];
		GLfloat rotmatrix[4][4];
		double euler[3];

		int renorm_count;
		bool euler_utd;
		double trackball_size;

		void add_quats( double q[4] );
		void normalize();
		void rebuild_matrix();
		void axis_to_quat( double a[3], double phi, double *q );
		
	public:
		Rotation() { trackball_size = 0.8; reset(); }
		void reset();
		
		void set( double a, double b, double c, double d ) { quatern[0]=a;  quatern[1]=b; quatern[2]=c; quatern[3]=d; rebuild_matrix(); }
		void set( const double *v ) { for ( register int i = 0 ; i < 3 ; i++ ) quatern[i]=v[i]; rebuild_matrix(); }
		void set_from_euler( double phi, double theta, double etha );
		void set_from_euler( double *a ) { set_from_euler( a[0], a[1], a[2] ); }
		void set_from_euler( float *a ) { set_from_euler( (double)a[0], (double)a[1], (double)a[2] ); }
		void get_as_euler( double *a );
		void get_as_euler( float *a ) { double b[3]; get_as_euler( b ); for ( int i = 0 ; i < 3 ; i++ ) a[i] = b[i]; }

		void add( double x, double y, double z, double a );
		void add( double *axis, double angle );
		void rotate_vector( double *v, double x, double y, double z );
		void rotate_vector( float *v, double x, double y, double z );
		void rotate_z( double *v );
		void rotate_vector_inverse( float *v, double x, double y, double z );
		void rotate_vector_inverse( double *v, double x, double y, double z );
		
		void trackball( double p1x, double p1y, double p2x, double p2y );
		void gl_rotate() { glMultMatrixf( &rotmatrix[0][0] ); }
		
		void save( ofstream & file );
		void load( ifstream & file );
		
		// Debug
		void print_quats() { cout << "\nquats -> "; for ( int i = 0 ; i < 4 ; i++ ) cout << quatern[i] << ", "; cout.flush(); }
};

#endif

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