DPG improvements
eliminate orientation matrix remove appl logic from dialog add 3D/Front buttons
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@@ -73,6 +73,10 @@ struct float_traits<double> {
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static inline float_type maximum() { return DBL_MAX; }
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};
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class Matrix4D;
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//#include <Base/Matrix.h>
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/** The Vector Base class. */
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template <class _Precision>
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class Vector3
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@@ -126,6 +130,11 @@ public:
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Vector3 operator % (const Vector3<_Precision>& rcVct) const;
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/// Cross product
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Vector3 Cross (const Vector3<_Precision>& rcVct) const;
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/// Outer product
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Matrix4D Outer(const Vector3<_Precision>& rcVct) const;
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/// Hat operator (skew symmetric)
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Matrix4D Hat(void) const;
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/// Comparing for inequality
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bool operator != (const Vector3<_Precision>& rcVct) const;
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/// Comparing for equality
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@@ -159,8 +168,8 @@ public:
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Vector3 & Normalize (void);
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/// Get angle between both vectors. The returned value lies in the interval [0,pi].
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_Precision GetAngle (const Vector3 &rcVect) const;
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/** Transforms this point to the coordinate system defined by origin \a rclBase,
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* vector \a vector rclDirX and vector \a vector rclDirY.
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/** Transforms this point to the coordinate system defined by origin \a rclBase,
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* vector \a vector rclDirX and vector \a vector rclDirY.
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* \note \a rclDirX must be perpendicular to \a rclDirY, i.e. \a rclDirX * \a rclDirY = 0..
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*/
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void TransformToCoordinateSystem (const Vector3 &rclBase, const Vector3 &rclDirX, const Vector3 &rclDirY);
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@@ -183,7 +192,7 @@ public:
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/// Projects this point onto the line given by the base \a rclPoint and the direction \a rclLine.
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/**
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* Projects a point \a rclPoint onto the line defined by the origin and the direction \a rclLine.
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* The result is a vector from \a rclPoint to the point on the line. The length of this vector
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* The result is a vector from \a rclPoint to the point on the line. The length of this vector
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* is the distance from \a rclPoint to the line.
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* Note: The resulting vector does not depend on the current vector.
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*/
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@@ -286,4 +295,3 @@ inline _Vec1 convertTo(const _Vec2& v)
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} // namespace Base
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#endif // BASE_VECTOR3D_H
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