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authorNorbert Preining <norbert@preining.info>2019-09-02 13:46:59 +0900
committerNorbert Preining <norbert@preining.info>2019-09-02 13:46:59 +0900
commite0c6872cf40896c7be36b11dcc744620f10adf1d (patch)
tree60335e10d2f4354b0674ec22d7b53f0f8abee672 /graphics/epix/frame.cc
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+/*
+ * 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 <rot 13 nujnat at zngupf dot ubylpebff dot rqh>
+ * 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