1 | /*
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2 | * f4_orientmat.cpp - Extension of Orient with matrix multiplication.
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3 | *
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4 | * f4genotype - f4 format genotype conversions for FramSticks
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5 | *
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6 | * Copyright (C) 1999,2000 Adam Rotaru-Varga (adam_rotaru@yahoo.com)
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7 | *
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8 | * This library is free software; you can redistribute it and/or
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9 | * modify it under the terms of the GNU Lesser General Public
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10 | * License as published by the Free Software Foundation; either
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11 | * version 2.1 of the License, or (at your option) any later version.
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12 | *
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13 | * This library is distributed in the hope that it will be useful,
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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16 | * Lesser General Public License for more details.
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17 | *
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18 | * You should have received a copy of the GNU Lesser General Public
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19 | * License along with this library; if not, write to the Free Software
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20 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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21 | *
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22 | */
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23 |
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24 | #include "f4_orientmat.h"
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25 | #include <math.h>
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26 |
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27 |
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28 | f4_OrientMat::f4_OrientMat(XYZplanes plane, float angle)
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29 | {
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30 | switch(plane)
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31 | {
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32 | case xOy:
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33 | x.x = cos(angle); x.y = -sin(angle); x.z = 0.0;
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34 | y.x = sin(angle); y.y = cos(angle); y.z = 0.0;
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35 | z.x = 0.0; z.y = 0.0; z.z = 1.0;
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36 | break;
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37 | case xOz:
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38 | x.x = cos(angle); x.y = 0.0; x.z = -sin(angle);
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39 | y.x = 0.0; y.y = 1.0; y.z = 0.0;
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40 | z.x = sin(angle); z.y = 0.0; z.z = cos(angle);
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41 | break;
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42 | case yOz:
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43 | x.x = 1.0; x.y = 0.0; x.z = 0.0;
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44 | y.x = 0.0; y.y = cos(angle); y.z = -sin(angle);
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45 | z.x = 0.0; z.y = sin(angle); z.z = cos(angle);
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46 | break;
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47 | }
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48 | }
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49 |
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50 |
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51 | // M3 = this * M2;
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52 | f4_OrientMat f4_OrientMat::operator*(const Orient & M2)
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53 | {
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54 | f4_OrientMat M3;
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55 | M3.x.x = x.x * M2.x.x + x.y * M2.y.x + x.z * M2.z.x;
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56 | M3.x.y = x.x * M2.x.y + x.y * M2.y.y + x.z * M2.z.y;
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57 | M3.x.z = x.x * M2.x.z + x.y * M2.y.z + x.z * M2.z.z;
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58 | M3.y.x = y.x * M2.x.x + y.y * M2.y.x + y.z * M2.z.x;
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59 | M3.y.y = y.x * M2.x.y + y.y * M2.y.y + y.z * M2.z.y;
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60 | M3.y.z = y.x * M2.x.z + y.y * M2.y.z + y.z * M2.z.z;
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61 | M3.z.x = z.x * M2.x.x + z.y * M2.y.x + z.z * M2.z.x;
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62 | M3.z.y = z.x * M2.x.y + z.y * M2.y.y + z.z * M2.z.y;
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63 | M3.z.z = z.x * M2.x.z + z.y * M2.y.z + z.z * M2.z.z;
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64 | return M3;
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65 | }
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