public void CreateRotationY() { double angle = (double)MathHelper.ToRadians(30); Matrix33D m = Matrix33D.CreateRotationY(angle); Assert.IsTrue(Vector3D.AreNumericallyEqual(new Vector3D((double)Math.Sin(angle), 0, (double)Math.Cos(angle)), m * Vector3D.UnitZ)); QuaternionD q = QuaternionD.CreateRotation(Vector3D.UnitY, angle); Assert.IsTrue(Vector3D.AreNumericallyEqual(q.Rotate(Vector3D.One), m * Vector3D.One)); Assert.IsTrue(Matrix33D.AreNumericallyEqual(Matrix33D.CreateRotation(Vector3D.UnitY, angle), m)); }
/// <summary> /// Computes the derived values, like sun/moon positions, transformation matrices and light /// intensities. This method must be called when the location or time has changed. /// </summary> /// <remarks> /// This method must be called when the input properties <see cref="Latitude"/>, /// <see cref="Longitude"/>, <see cref="Altitude"/>, or <see cref="Time"/>) have changed. /// </remarks> public void Update() { _epoch2000Centuries = ToEpoch2000Centuries(Time, true); _epoch1990Days = ToEpoch1990Days(Time, false); // To transform from ecliptic to equatorial, we rotate by the obliquity of the ecliptic. _e = 0.409093 - 0.000227 * _epoch2000Centuries; EclipticToEquatorial = Matrix33D.CreateRotationX(_e); // GMST = Greenwich mean sidereal time (mittlere Greenwich-Sternzeit) in radians. double gmst = 4.894961 + 230121.675315 * ToEpoch2000Centuries(Time, false); EquatorialToGeographic = Matrix33D.CreateRotationZ(-gmst); // The earth axis slowly changes over time (precession). The precession movement repeats // itself approx. all 26000 years. When we move from to horizontal or geographics, // we need to apply the precession. // In Game Engine Gems: //var Rx = Matrix33D.CreateRotationX(0.1118 * _epoch2000Centuries); //var Ry = Matrix33D.CreateRotationY(-0.00972 * _epoch2000Centuries); //var Rz = Matrix33D.CreateRotationZ(0.01118 * _epoch2000Centuries); //var precession = Rz * (Ry * Rx); // In original article: var Ry = Matrix33D.CreateRotationY(-0.00972 * _epoch2000Centuries); var Rz = Matrix33D.CreateRotationZ(0.01118 * _epoch2000Centuries); var precession = Rz * Ry * Rz; // In game engine gems precession is applied in EclipticToWorld and in // EquatorialToWorld. This makes no sense since precession cannot be valid for both // coordinate systems. --> We assume the precession is given in equatorial space. //EclipticToWorld = rLat * rLong * EclipticToEquatorial * precession; // Latitude rotation var rLat = Matrix33D.CreateRotationY(MathHelper.ToRadians(Latitude) - ConstantsD.PiOver2); // Longitude rotation // LMST = Local mean sidereal time (mittlere Ortssternzeit) in radians. double lmst = gmst + MathHelper.ToRadians(Longitude); var rLong = Matrix33D.CreateRotationZ(-lmst); // Earth radius at the equator. (We assume a perfect sphere. We do not support geodetic // systems with imperfect earth spheres.) const double earthRadius = 6378.137 * 1000; var equatorialToHorizontalTranslation = new Vector3D(0, -earthRadius - Altitude, 0); // Switching of the coordinate axes between Equatorial (z up) and Horizontal (y up). var axisSwitch = new Matrix33D(0, 1, 0, 0, 0, 1, 1, 0, 0); EquatorialToWorld = new Matrix44D(axisSwitch * rLat * rLong * precession, equatorialToHorizontalTranslation); _equatorialToWorldNoPrecession = new Matrix44D(axisSwitch * rLat * rLong, equatorialToHorizontalTranslation); //WorldToGeographic = EquatorialToGeographic * EquatorialToWorld.Minor.Transposed; ComputeSunPosition(); ComputeMoonPosition(); ComputeEarthPosition(); //for (int i = 0; i < NumberOfPlanets; i++) //{ // var planet = (VisiblePlanets)i; // if (planet != VisiblePlanets.Earth) // ComputePlanetData(planet); //} }