148 void SetVec(
Vec3d &vec,
float x,
float y,
float z);
150 void SetMat(
Mat3d &matrix,
float r1,
float r2,
float r3,
float r4,
float r5,
float r6,
float r7,
float r8,
float r9);
void RotateVecAngleAxis(const Vec3d &vec, const Vec3d &axis, float theta, Vec3d &result)
void Mean(const CVec3dArray &vectorList, Vec3d &result)
void Invert(const Mat3d &matrix, Mat3d &result)
void RotateVecQuaternion(const Vec3d &vec, const Vec3d &axis, float theta, Vec3d &result)
void SetRotationMatZ(Mat3d &matrix, float theta)
void AddToMat(Mat3d &matrix, const Mat3d &matrixToAdd)
void TransformVecYZX(const Vec3d &vec, const Vec3d &rotation, const Vec3d &translation, Vec3d &result)
void MulTransVec(const Transformation3d &transformation, const Vec3d &vec, Vec3d &result)
void SetRotationMatAxis(Mat3d &matrix, const Vec3d &axis, float theta)
float EvaluateForm(const Vec3d &matrix1, const Mat3d &matrix2)
float ScalarProduct(const Vec3d &vector1, const Vec3d &vector2)
float Length(const Vec3d &vec)
bool SaveToFile(const Vec3d &vector, const char *pFilePath)
void RotateVecYZX(const Vec3d &vec, const Vec3d &rotation, Vec3d &result)
float Det(const Mat3d &matrix)
void MulVecTransposedVec(const Vec3d &vector1, const Vec3d &vector2, Mat3d &result)
void NormalizeVec(Vec3d &vec)
float Distance(const Vec3d &vector1, const Vec3d &vector2)
void SubtractVecVec(const Vec3d &vector1, const Vec3d &vector2, Vec3d &result)
void MulMatMat(const Mat3d &matrix1, const Mat3d &matrix2, Mat3d &result)
void Average(const Vec3d &vector1, const Vec3d &vector2, Vec3d &result)
bool LoadFromFile(Vec3d &vector, const char *pFilePath)
void GetAxisAndAngle(const Mat3d &R, Vec3d &axis, float &angle)
void TransformVec(const Vec3d &vec, const Vec3d &rotation, const Vec3d &translation, Vec3d &result)
void SetTransformation(Transformation3d &transformation, const Vec3d &rotation, const Vec3d &translation)
void MulTransTrans(const Transformation3d &transformation1, const Transformation3d &transformation2, Transformation3d &result)
void SetRotationMatY(Mat3d &matrix, float theta)
void SetRotationMat(Mat3d &matrix, const Vec3d &axis, float theta)
Data structure for the representation of a 3D vector.
void Transpose(const Mat3d &matrix, Mat3d &result)
void MulMatVec(const Mat3d &matrix, const Vec3d &vec, Vec3d &result)
void SetMat(Mat3d &matrix, float r1, float r2, float r3, float r4, float r5, float r6, float r7, float r8, float r9)
void AddMatMat(const Mat3d &matrix1, const Mat3d &matrix2, Mat3d &matrix)
void MulQuatQuat(const Quaternion &quat1, const Quaternion &quat2, Quaternion &result)
float SquaredLength(const Vec3d &vec)
Data structure for the representation of a quaternion.
CDynamicArrayTemplate< Vec3d > CVec3dArray
void SubtractFromVec(Vec3d &vec, const Vec3d &vectorToSubtract)
std::vector< Vec3d > Vec3dList
void AddVecVec(const Vec3d &vector1, const Vec3d &vector2, Vec3d &result)
float SquaredDistance(const Vec3d &vector1, const Vec3d &vector2)
void AddToVec(Vec3d &vec, const Vec3d &vectorToAdd)
void SubtractMatMat(const Mat3d &matrix1, const Mat3d &matrix2, Mat3d &result)
Data structure for the representation of a 3x3 matrix.
void MulMatScalar(const Mat3d &matrix, float scalar, Mat3d &result)
void SetRotationMatX(Mat3d &matrix, float theta)
void MulVecScalar(const Vec3d &vec, float scalar, Vec3d &result)
void RotateVec(const Vec3d &vec, const Vec3d &rotation, Vec3d &result)
void SetRotationMatYZX(Mat3d &matrix, const Vec3d &rotation)
void SetVec(Vec3d &vec, float x, float y, float z)
float Angle(const Vec3d &vector1, const Vec3d &vector2)
void CrossProduct(const Vec3d &vector1, const Vec3d &vector2, Vec3d &result)