Example #1
0
Vector3D SphericalPlanet::geodeticSurfaceNormal(const Angle& latitude,
                                          const Angle& longitude) const {
  const double cosLatitude = latitude.cosinus();

  return Vector3D(cosLatitude * longitude.cosinus(),
                  cosLatitude * longitude.sinus(),
                  latitude.sinus());
}
Example #2
0
Vector3D Vector3D::rotateAroundAxis(const Vector3D& axis,
                                    const Angle& theta) const {
  const double u = axis._x;
  const double v = axis._y;
  const double w = axis._z;
  
  const double cosTheta = theta.cosinus();
  const double sinTheta = theta.sinus();
  
  const double ms = axis.squaredLength();
  const double m = IMathUtils::instance()->sqrt(ms);
  
  return Vector3D(
                  ((u * (u * _x + v * _y + w * _z)) +
                   (((_x * (v * v + w * w)) - (u * (v * _y + w * _z))) * cosTheta) +
                   (m * ((-w * _y) + (v * _z)) * sinTheta)) / ms,
                  
                  ((v * (u * _x + v * _y + w * _z)) +
                   (((_y * (u * u + w * w)) - (v * (u * _x + w * _z))) * cosTheta) +
                   (m * ((w * _x) - (u * _z)) * sinTheta)) / ms,
                  
                  ((w * (u * _x + v * _y + w * _z)) +
                   (((_z * (u * u + v * v)) - (w * (u * _x + v * _y))) * cosTheta) +
                   (m * (-(v * _x) + (u * _y)) * sinTheta)) / ms
                  
                  );
}
Example #3
0
MutableMatrix44D MutableMatrix44D::createRotationMatrix(const Angle& angle,
                                                        const Vector3D& axis) {
  const Vector3D a = axis.normalized();

  const double c = angle.cosinus();
  const double s = angle.sinus();

  return MutableMatrix44D(a._x * a._x * (1 - c) + c, a._x * a._y * (1 - c) + a._z * s, a._x * a._z * (1 - c) - a._y * s, 0,
                          a._y * a._x * (1 - c) - a._z * s, a._y * a._y * (1 - c) + c, a._y * a._z * (1 - c) + a._x * s, 0,
                          a._x * a._z * (1 - c) + a._y * s, a._y * a._z * (1 - c) - a._x * s, a._z * a._z * (1 - c) + c, 0,
                          0, 0, 0, 1);
}