/* * frame.cc -- ePiX orthonormal basis * * This file is part of ePiX, a C++ library for creating high-quality * figures in LaTeX * * Version 1.0.23 * Last Change: January 10, 2007 */ /* * Copyright (C) 2001, 2002, 2003, 2004, 2005, 2006, 2007 * Andrew D. Hwang * Department of Mathematics and Computer Science * College of the Holy Cross * Worcester, MA, 01610-2395, USA */ /* * ePiX 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. * * ePiX 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 ePiX; if not, write to the Free Software Foundation, Inc., * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "constants.h" #include "functions.h" #include "errors.h" #include "triples.h" #include "frame.h" namespace ePiX { // standard basis frame::frame() : m_e1(E_1), m_e2(E_2), m_e3(E_3) { } // frame constructor, suitable for (sea,sky,eye) frames: Usually we // know the eye vector and want to preserve its direction. The frame // is guaranteed to be right-handed, and the first arg is immaterial. frame::frame(P arg1, P arg2, P arg3) { if (norm(arg2*arg3) < EPIX_EPSILON) // too nearly linearly dependent epix_error("Linearly dependent arguments to frame"); // partial Gram-Schmidt arg3 *= 1/norm(arg3); // normalize eye arg2 %= arg3; // orthogonalize sky_vector, preserving screen direction arg2 *= 1/norm(arg2); // and normalize m_e1 = arg2*arg3; m_e2 = arg2; m_e3 = arg3; } frame& frame::rot1(double angle) { P temp2(m_e2); P temp3(m_e3); m_e2 = (Cos(angle)*(temp2)) - (Sin(angle)*(temp3)); m_e3 = (Sin(angle)*(temp2)) + (Cos(angle)*(temp3)); return *this; } frame& frame::rot2(double angle) { P temp3(m_e3); P temp1(m_e1); m_e3 = (Cos(angle)*(temp3)) - (Sin(angle)*(temp1)); m_e1 = (Sin(angle)*(temp3)) + (Cos(angle)*(temp1)); return *this; } frame& frame::rot3(double angle) { P temp1(m_e1); P temp2(m_e2); m_e1 = (Cos(angle)*(temp1)) - (Sin(angle)*(temp2)); m_e2 = (Sin(angle)*(temp1)) + (Cos(angle)*(temp2)); return *this; } // frame elements P frame::sea() const { return m_e1; } P frame::sky() const { return m_e2; } P frame::eye() const { return m_e3; } } // end of namespace