axisangle.h

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00001 /***************************************************************************
00002  *   Copyright (C) 2004-2005 by Reality Rift Studios                       *
00003  *   http://www.realityrift.com  -  mattias@realityrift.com                *
00004  *                                                                         *
00005  *   This program is free software; you can redistribute it and/or modify  *
00006  *   it under the terms of the GNU General Public License as published by  *
00007  *   the Free Software Foundation; either version 2 of the License, or     *
00008  *   (at your option) any later version.                                   *
00009  *                                                                         *
00010  *   This program is distributed in the hope that it will be useful,       *
00011  *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
00012  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
00013  *   GNU General Public License for more details.                          *
00014  *                                                                         *
00015  *   You should have received a copy of the GNU General Public License     *
00016  *   along with this program; if not, write to the                         *
00017  *   Free Software Foundation, Inc.,                                       *
00018  *   59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.             *
00019  ***************************************************************************/
00020 
00021 #ifndef neo_math_axisangle_h
00022 #define neo_math_axisangle_h
00023 
00027 #include "../core/platform.h"
00028 #include "vector.h"
00029 
00030 namespace neo {
00031 namespace math {
00032 
00033 class Quaternion;
00034 
00042 class AxisAngle
00043 {
00044     public:
00045 
00047 
00049     inline                                                  AxisAngle( const Vector3 &axis, float angle );
00050 
00052 
00055     inline void                                             set( const Vector3 &axis, float angle );
00056 
00058 
00060     inline void                                             setAxis( const Vector3 &axis );
00061 
00063 
00065     inline void                                             setAngle( float angle );
00066 
00068 
00069     inline const Vector3&                                   getAxis() const;
00070 
00072 
00073     inline float                                            getAngle() const;
00074 
00075     private:
00076 
00078     Vector3                                                 _axis;
00079 
00081     float                                                   _angle;
00082 };
00083 
00084 #include "axisangle.inl"
00085 
00086 }
00087 }
00088 
00089 #endif

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