Refactored PropertyEnumeration
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@@ -42,13 +42,18 @@ class BaseExport Matrix4D
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typedef float_traits<double> traits_type;
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public:
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/// default constructor
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/// Default constructor
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/*!
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* Initialises to an identity matrix
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*/
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Matrix4D(void);
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/// Construction
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Matrix4D (float a11, float a12, float a13, float a14,
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float a21, float a22, float a23, float a24,
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float a31, float a32, float a33, float a34,
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float a41, float a42, float a43, float a44 );
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/// Construction
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Matrix4D (double a11, double a12, double a13, double a14,
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double a21, double a22, double a23, double a24,
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double a31, double a32, double a33, double a34,
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@@ -123,17 +128,19 @@ public:
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/// scale for the x,y,z value
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void scale (const Vector3f& rclVct);
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void scale (const Vector3d& rclVct);
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/// rotate around the X axis for the given value
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/// Rotate around the X axis (in transformed space) for the given value in radians
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void rotX (double fAngle);
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/// rotate around the Y axis for the given value
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/// Rotate around the Y axis (in transformed space) for the given value in radians
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void rotY (double fAngle);
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/// rotate around the Z axis for the given value
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/// Rotate around the Z axis (in transformed space) for the given value in radians
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void rotZ (double fAngle);
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/// Rotation around an arbitrary axis passing the origin.
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/// Rotate around an arbitrary axis passing the origin in radians
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void rotLine (const Vector3f& rclVct, float fAngle);
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/// Rotate around an arbitrary axis passing the origin in radians
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void rotLine (const Vector3d& rclVct, double fAngle);
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/// Rotation around an arbitrary axis that needn't necessarily pass the origin.
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/// Rotate around an arbitrary axis that needn't necessarily pass the origin in radians
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void rotLine (const Vector3f& rclBase, const Vector3f& rclDir, float fAngle);
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/// Rotate around an arbitrary axis that needn't necessarily pass the origin in radians
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void rotLine (const Vector3d& rclBase, const Vector3d& rclDir, double fAngle);
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/// Extract the rotation axis and angle. Therefore the 3x3 submatrix must be orthogonal.
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bool toAxisAngle (Vector3f& rclBase, Vector3f& rclDir, float& fAngle, float& fTranslation) const;
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