org.jzy3d.maths
Class RotationMatrix

java.lang.Object
  extended by org.jzy3d.maths.RotationMatrix

public class RotationMatrix
extends Object


Field Summary
protected  float a
           
protected  float c
           
protected  float s
           
protected  float x
           
protected  float y
           
protected  float z
           
 
Constructor Summary
RotationMatrix(float a, Coord3d c)
           
RotationMatrix(float a, float x, float y, float z)
           
 
Method Summary
protected  void prepare()
           
 Coord3d rotate(Coord3d c)
           
 Coord3d rotateSelf(Coord3d c)
          glRotate produces a rotation of angle degrees around the vector (x,y,z).
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

a

protected float a

x

protected float x

y

protected float y

z

protected float z

c

protected float c

s

protected float s
Constructor Detail

RotationMatrix

public RotationMatrix(float a,
                      Coord3d c)

RotationMatrix

public RotationMatrix(float a,
                      float x,
                      float y,
                      float z)
Method Detail

prepare

protected void prepare()

rotate

public Coord3d rotate(Coord3d c)

rotateSelf

public Coord3d rotateSelf(Coord3d c)
glRotate produces a rotation of angle degrees around the vector (x,y,z). The current matrix (see glMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix, as if glMultMatrix were called with the following matrix as its argument: ( xx(1-c)+c xy(1-c)-zs xz(1-c)+ys 0 ) | | | yx(1-c)+zs yy(1-c)+c yz(1-c)-xs 0 | | xz(1-c)-ys yz(1-c)+xs zz(1-c)+c 0 | | | ( 0 0 0 1 ) Where c = cos(angle), s = sine(angle), and ||( x,y,z )|| = 1 (if not, the GL will normalize this vector).

Parameters:
c -
Returns:


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