Ejemplo n.º 1
0
 /// <summary>
 /// Determines whether this instance of type <see cref="EulerAngles"/> can be
 /// considered equal to another.
 /// </summary>
 /// <param name="other">    Another set of angles.</param>
 /// <param name="precision">Precision of comparison.</param>
 /// <returns>
 /// True, if difference between components of the angles is less then
 /// <paramref name="precision"/>.
 /// </returns>
 public bool IsEquivalent(EulerAngles other, float precision = MathHelpers.ZeroTolerance)
 {
     return
         (Math.Abs(this.Pitch - other.Pitch) < precision &&
          Math.Abs(this.Roll - other.Roll) < precision &&
          Math.Abs(this.Yaw - other.Yaw) < precision);
 }
Ejemplo n.º 2
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        /// <summary>
        /// Creates new matrix that is set to represent rotation around fixed Axes.
        /// </summary>
        /// <param name="rad">Angles of rotation.</param>
        /// <returns>New matrix.</returns>
        public static Matrix33 CreateRotationFromAngles(EulerAngles rad)
        {
            var matrix = new Matrix33();

            matrix.SetRotationFromAngles(rad);

            return(matrix);
        }
Ejemplo n.º 3
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        /// <summary>
        /// Creates a matrix that represents rotation represented by given Euler angles.
        /// </summary>
        /// <param name="rad">Angles of rotation.</param>
        /// <param name="t">  Optional translation vector.</param>
        /// <returns>
        /// A new matrix that represents rotation represented by given Euler angles.
        /// </returns>
        public static Matrix34 CreateRotationWithEulerAngles(EulerAngles rad, Vector3 t = default(Vector3))
        {
            var matrix = new Matrix34();

            matrix.SetRotationWithEulerAngles(rad, t);

            return(matrix);
        }
Ejemplo n.º 4
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        /// <summary>
        /// Sets this matrix to represent rotation around fixed Axes.
        /// </summary>
        /// <param name="rad">
        /// <see cref="EulerAngles"/> that defines rotations around XYZ.
        /// </param>
        public void SetRotationFromAngles(EulerAngles rad)
        {
            double sx, cx; MathHelpers.SinCos(rad.Pitch, out sx, out cx);
            double sy, cy; MathHelpers.SinCos(rad.Roll, out sy, out cy);
            double sz, cz; MathHelpers.SinCos(rad.Yaw, out sz, out cz);
            double sycz = (sy * cz), sysz = (sy * sz);

            this.M00 = (float)(cy * cz); this.M01 = (float)(sycz * sx - cx * sz); this.M02 = (float)(sycz * cx + sx * sz);
            this.M10 = (float)(cy * sz); this.M11 = (float)(sysz * sx + cx * cz); this.M12 = (float)(sysz * cx - sx * cz);
            this.M20 = (float)(-sy); this.M21 = (float)(cy * sx); this.M22 = (float)(cy * cx);
        }
Ejemplo n.º 5
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        /// <summary>
        /// Checks equality of this object and given one.
        /// </summary>
        /// <param name="obj">Given object.</param>
        /// <returns>
        /// True, if given object is <see cref="EulerAngles"/> equal to this instance,
        /// otherwise false.
        /// </returns>
        public override bool Equals(object obj)
        {
            if (!(obj is EulerAngles))
            {
                return(false);
            }
            EulerAngles o = (EulerAngles)obj;

            // ReSharper disable CompareOfFloatsByEqualityOperator
            return(o.Pitch == this.Pitch && this.Roll == o.Roll && this.Yaw == o.Yaw);
            // ReSharper restore CompareOfFloatsByEqualityOperator
        }
Ejemplo n.º 6
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 /// <summary>
 /// Determines whether this instance of type <see cref="EulerAngles"/> can be
 /// considered equal to another.
 /// </summary>
 /// <param name="other">    Another set of angles.</param>
 /// <param name="precision">Precision of comparison.</param>
 /// <returns>
 /// True, if difference between components of the angles is less then
 /// <paramref name="precision"/>.
 /// </returns>
 public bool IsEquivalent(EulerAngles other, float precision = MathHelpers.ZeroTolerance)
 {
     return
         Math.Abs(this.Pitch - other.Pitch) < precision &&
         Math.Abs(this.Roll - other.Roll) < precision &&
         Math.Abs(this.Yaw - other.Yaw) < precision;
 }
Ejemplo n.º 7
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        /// <summary>
        /// Convert three Euler angles to 3x3 matrix (rotation order:XYZ)
        /// </summary>
        /// <param name="rad">Angles of rotation.</param>
        /// <param name="t">  Optional translation vector.</param>
        public void SetRotationWithEulerAngles(EulerAngles rad, Vector3 t = default(Vector3))
        {
            this = new Matrix34(Matrix33.CreateRotationFromAngles(rad));

            this.SetTranslation(t);
        }