All Math classes and functions defined in the C++ API are assigned to the MATH namespace which is nested under the XSI namespace. More...
Classes | |
class | CColor4f |
A color class represented by single floating values. CColor4f supports the RGBA, HSVA and HLSA color models. More... | |
class | CLine |
A parametric 3D line. More... | |
class | CMatrix3 |
This class represents a double precision floating point 3 by 3 matrix. More... | |
class | CMatrix3f |
A class to represent a single precision floating point 3 by 3 matrix. This class is typically used for implementing custom ICE nodes. More... | |
class | CMatrix4 |
This class represents a double precision floating point 4 by 4 matrix. More... | |
class | CMatrix4f |
A class to represent a single precision floating point 4 by 4 matrix. This class is typically used for implementing custom ICE nodes. More... | |
class | CPlane |
A parametric 3D plane. More... | |
class | CQuaternion |
Implementation of a quaternion q=a+bi+cj+dk. More... | |
class | CQuaternionf |
Implementation of a float quaternion q=a+bi+cj+dk. This class is typically used for implementing custom ICE nodes. More... | |
class | CRandom |
A random number sequence generator class. More... | |
class | CRotation |
Provides conversion facilities for various rotation representations including Euler angles, Quaternion, Axis angle and rotation matrix. More... | |
class | CRotationf |
Provides conversion facilities for various rotation representations including Euler angles, Quaternion, Axis angle and rotation matrix. CRotationf is typically used for implementing custom ICE nodes. More... | |
class | CShape |
A class representing primitive types for particles rendering. Shape objects are read-only and can be accessed with ICEAttribute properties such as ICEAttribute::GetDataArray and ICEAttribute::GetDataArray2D. More... | |
class | CTransformation |
This object represents a transformation which is the result of the combination of a Scaling, a Rotation and a Translation, in the S.R.T order. More... | |
class | CVector2f |
A 2-element vector represented by single floating point x,y coordinates. This class is typically used for implementing custom ICE nodes. More... | |
class | CVector3 |
A 3-element vector that is represented by double precision floating point x,y,z coordinates. More... | |
class | CVector3Array |
The CVector3Array is an uni-dimensional array of CVector3. More... | |
class | CVector3f |
A 3-element vector that is represented by single floating point x,y,z coordinates. The class is used used for implementing custom ICE nodes. More... | |
class | CVector4 |
A 4-element vector that is represented by double precision floating point x,y,z,w coordinates. More... | |
class | CVector4Array |
The CVector4Array is an uni-dimensional array of CVector4. More... | |
class | CVector4f |
A 4-element vector that is represented by single floating point x,y,z coordinates. The class is used used for implementing custom ICE nodes. More... | |
Functions | |
double | DegreesToRadians (double in_dDegrees) |
double | RadiansToDegrees (double in_dRadians) |
CTransformation | MapObjectPoseToWorldSpace (const CTransformation &in_transfoObjectSpace, const CTransformation &in_transfoPose) |
CVector3 | MapObjectOrientationToWorldSpace (const CTransformation &in_transfoObjectSpace, const CVector3 &in_vector3Orientation) |
CVector3 | MapObjectPositionToWorldSpace (const CTransformation &in_transfoObjectSpace, const CVector3 &in_vector3Position) |
CTransformation | MapWorldPoseToObjectSpace (const CTransformation &in_transfoObjectSpace, const CTransformation &in_transfoPose) |
CVector3 | MapWorldOrientationToObjectSpace (const CTransformation &in_transfoObjectSpace, const CVector3 &in_vector3Orientation) |
CVector3 | MapWorldPositionToObjectSpace (const CTransformation &in_transfoObjectSpace, const CVector3 &in_vector3Position) |
CTransformation | MapObjectPoseToObjectSpace (const CTransformation &in_transfoObjectSpace, const CTransformation &in_transfoSpace, const CTransformation &in_transfoPose) |
CVector3 | MapObjectOrientationToObjectSpace (const CTransformation &in_transfoObjectSpace, const CTransformation &in_transfoSpace, const CVector3 &in_vector3Orientation) |
CVector3 | MapObjectPositionToObjectSpace (const CTransformation &in_transfoObjectSpace, const CTransformation &in_transfoSpace, const CVector3 &in_vector3Position) |
All Math classes and functions defined in the C++ API are assigned to the MATH namespace which is nested under the XSI namespace.
Members of the MATH namespace can be identified explicitly with the symbol MATH for code clarity. To simplify the code however, namespace members can be referenced without the namespace symbol by using the C++ using directive.
// namespace qualification XSI::MATH::CVector3 v(1,1,0); // CVector referenced without explicit qualification using namespace XSI::MATH; CVector3 v(1,1,0);
double XSI::MATH::DegreesToRadians | ( | double | in_dDegrees | ) | [inline] |
Converts an angle in degrees to an angle in radians.
in_dDegrees | angle in degrees. |
double XSI::MATH::RadiansToDegrees | ( | double | in_dRadians | ) | [inline] |
Converts an angle in radians to an angle in degrees.
in_dRadians | angle in radians. |
CTransformation XSI::MATH::MapObjectPoseToWorldSpace | ( | const CTransformation & | in_transfoObjectSpace, |
const CTransformation & | in_transfoPose | ||
) |
Converts a Pose described in a given ObjectSpace to WorldSpace
in_transfoObjectSpace | ObjectSpace into which the pose is defined. |
in_transfoPose | Pose to convert. |
using namespace XSI; using namespace MATH; Application app; Model root = app.GetActiveSceneRoot(); X3DObject myCube; root.AddGeometry( L"Cube", L"MeshSurface",L"",myCube ); KinematicState globalKinematicState = myCube.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posy", 4.0); globalKinematicState.PutParameterValue(L"posx", 2.0); X3DObject myCube2; myCube.AddGeometry( L"Cube", L"MeshSurface",L"",myCube2); globalKinematicState = myCube2.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posz",3.0); globalKinematicState.PutParameterValue(L"rotx",45.0); CTransformation localTransformation = myCube2.GetKinematics().GetLocal().GetTransform(); CTransformation globalTransformation = myCube.GetKinematics().GetGlobal().GetTransform(); CVector3 translation(localTransformation.GetTranslation()); app.LogMessage( L"The translation of the cube relative to its parent: x " + CValue(translation.GetX()).GetAsText() + L" y " + CValue(translation.GetY()).GetAsText() + L" z " + CValue(translation.GetZ()).GetAsText()); CTransformation worldTransformation = MapObjectPoseToWorldSpace( globalTransformation, localTransformation); translation = worldTransformation.GetTranslation(); app.LogMessage( L"The translation of the cube relative to " + CString(L"the origin of the universe: x ") + CValue(translation.GetX()).GetAsText() + L" y " + CValue(translation.GetY()).GetAsText() + L" z " + CValue(translation.GetZ()).GetAsText());
CVector3 XSI::MATH::MapObjectOrientationToWorldSpace | ( | const CTransformation & | in_transfoObjectSpace, |
const CVector3 & | in_vector3Orientation | ||
) |
Converts an Orientation described in a given ObjectSpace to WorldSpace.
in_transfoObjectSpace | ObjectSpace in which the orientation is defined. |
in_vector3Orientation | Orientation to convert. |
using namespace XSI; using namespace MATH; Application app; Model root = app.GetActiveSceneRoot(); X3DObject myCube; root.AddGeometry( L"Cube", L"MeshSurface",L"",myCube ); KinematicState globalKinematicState = myCube.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posy", 4.0); globalKinematicState.PutParameterValue(L"posx", 2.0); globalKinematicState.PutParameterValue(L"rotx", 45.0); CTransformation localTransformation = myCube.GetKinematics().GetLocal().GetTransform(); PolygonMesh mesh = myCube.GetActivePrimitive().GetGeometry(); CVector3Array normalArray = mesh.GetPolygons().GetNormalArray(); CVector3 orientation(normalArray[1]); CVector3 worldOrientation = MapObjectOrientationToWorldSpace( localTransformation, orientation); app.LogMessage( L"The second polygon normal corresponds to ( " + CValue(RadiansToDegrees(worldOrientation.GetX())).GetAsText() + L", " + CValue(RadiansToDegrees(worldOrientation.GetY())).GetAsText() + L", " + CValue(RadiansToDegrees(worldOrientation.GetZ())).GetAsText() + L") in the world space" );
CVector3 XSI::MATH::MapObjectPositionToWorldSpace | ( | const CTransformation & | in_transfoObjectSpace, |
const CVector3 & | in_vector3Position | ||
) |
Converts a Position described in a given ObjectSpace to WorldSpace.
in_transfoObjectSpace | ObjectSpace in which the position is defined. |
in_vector3Position | Position to convert. |
using namespace XSI; using namespace MATH; Application app; Model root = app.GetActiveSceneRoot(); X3DObject myCube; root.AddGeometry( L"Cube", L"MeshSurface",L"",myCube ); KinematicState globalKinematicState = myCube.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posy", 4.0); globalKinematicState.PutParameterValue(L"posx", 2.0); CTransformation localTransformation = myCube.GetKinematics().GetLocal().GetTransform(); CPointRefArray pointArray = myCube.GetActivePrimitive().GetGeometry().GetPoints(); CVector3 position(Point(pointArray.GetItem(0)).GetPosition()); app.LogMessage(L"The local position is: X " + CValue(position.GetX()).GetAsText() + CString(L" Y ") + CValue(position.GetY()).GetAsText() + CString(L" Z ") + CValue(position.GetZ()).GetAsText()); CVector3 worldPosition = MapObjectPositionToWorldSpace( localTransformation, position); app.LogMessage(L"The world position is: X " + CValue(worldPosition.GetX()).GetAsText() + CString(L" Y ") + CValue(worldPosition.GetY()).GetAsText() + CString(L" Z ") + CValue(worldPosition.GetZ()).GetAsText());
CTransformation XSI::MATH::MapWorldPoseToObjectSpace | ( | const CTransformation & | in_transfoObjectSpace, |
const CTransformation & | in_transfoPose | ||
) |
Converts a Pose described in WorldSpace to a different ObjectSpace
in_transfoObjectSpace | ObjectSpace in which the position is defined. |
in_transfoPose | Pose to convert. |
CVector3 XSI::MATH::MapWorldOrientationToObjectSpace | ( | const CTransformation & | in_transfoObjectSpace, |
const CVector3 & | in_vector3Orientation | ||
) |
Converts an orientation described in WorldSpace to a different ObjectSpace.
in_transfoObjectSpace | ObjectSpace in which the position is defined. |
in_vector3Orientation | Orientation to convert. |
CVector3 XSI::MATH::MapWorldPositionToObjectSpace | ( | const CTransformation & | in_transfoObjectSpace, |
const CVector3 & | in_vector3Position | ||
) |
Converts a position described in WorldSpace to a position in a different ObjectSpace.
in_transfoObjectSpace | ObjectSpace in which we want to convert the position. |
in_vector3Position | Position to convert. |
using namespace XSI; using namespace MATH; Application app; Model root = app.GetActiveSceneRoot(); X3DObject myCube; root.AddGeometry( L"Cube", L"MeshSurface", L"", myCube ); KinematicState globalKinematicState = myCube.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posy", 4.0); globalKinematicState.PutParameterValue(L"posx", 2.0); globalKinematicState.PutParameterValue(L"rotx", 30.0); CTransformation localTransformation = myCube.GetKinematics().GetLocal().GetTransform(); CVector3 position(1.0,1.0,1.0); CVector3 convertedPosition = MapWorldPositionToObjectSpace( localTransformation, position); app.LogMessage(L"The position (1,1,1) is (" + CValue(convertedPosition.GetX()).GetAsText() + L", " + CValue(convertedPosition.GetY()).GetAsText() + L", " + CValue(convertedPosition.GetZ()).GetAsText() + L" in the cube object space");
CTransformation XSI::MATH::MapObjectPoseToObjectSpace | ( | const CTransformation & | in_transfoObjectSpace, |
const CTransformation & | in_transfoSpace, | ||
const CTransformation & | in_transfoPose | ||
) |
Converts a pose described in an ObjectSpace to a pose in a different ObjectSpace.
in_transfoObjectSpace | ObjectSpace in which the pose is described. |
in_transfoSpace | Space in which we want to convert the pose. |
in_transfoPose | Pose to convert. |
using namespace XSI; using namespace MATH; Application app; Model root = app.GetActiveSceneRoot(); X3DObject myCube; root.AddGeometry( L"Cube", L"MeshSurface", L"",myCube ); KinematicState globalKinematicState = myCube.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posy", 4.0); globalKinematicState.PutParameterValue(L"posx", 2.0); X3DObject myCube2; myCube.AddGeometry( L"Cube", L"MeshSurface", L"", myCube2 ); globalKinematicState = myCube2.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posz", 3.0); globalKinematicState.PutParameterValue(L"rotz", 45.0); X3DObject myCone; root.AddGeometry( L"Cone", L"MeshSurface", L"",myCone ); globalKinematicState = myCube2.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posy", -2.0); globalKinematicState.PutParameterValue(L"rotz", 90.0); CTransformation localTransformation = myCube2.GetKinematics().GetLocal().GetTransform(); CTransformation parentTransformation = myCube.GetKinematics().GetGlobal().GetTransform(); CVector3 translation(localTransformation.GetTranslation()); CTransformation destinationTransformation = myCone.GetKinematics().GetGlobal().GetTransform(); app.LogMessage( L"The translation of the cube relative to its parent: x " + CValue(translation.GetX()).GetAsText() + CString(L" Y ") + CValue(translation.GetY()).GetAsText() + CString(L" Z ") + CValue(translation.GetZ()).GetAsText()); CTransformation convertedTranformation = MapObjectPoseToObjectSpace( parentTransformation, destinationTransformation, localTransformation); translation = convertedTranformation.GetTranslation(); app.LogMessage( L"The translation of the cube relative to the cone: x " + CValue(translation.GetX()).GetAsText() + CString(L" Y ") + CValue(translation.GetY()).GetAsText() + CString(L" Z ") + CValue(translation.GetZ()).GetAsText());
CVector3 XSI::MATH::MapObjectOrientationToObjectSpace | ( | const CTransformation & | in_transfoObjectSpace, |
const CTransformation & | in_transfoSpace, | ||
const CVector3 & | in_vector3Orientation | ||
) |
Converts an orientation described in an ObjectSpace to an orientation in a different ObjectSpace.
in_transfoObjectSpace | ObjectSpace in which the orientation is described. |
in_transfoSpace | Space in which we want to convert the orientation. |
in_vector3Orientation | Orientation to convert. |
using namespace XSI; using namespace MATH; Application app; Model root = app.GetActiveSceneRoot(); X3DObject myCube; root.AddGeometry( L"Cube", L"MeshSurface", L"",myCube ); KinematicState globalKinematicState = myCube.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posy", 4.0); globalKinematicState.PutParameterValue(L"posx", 2.0); X3DObject myCube2; myCube.AddGeometry( L"Cube", L"MeshSurface", L"",myCube2 ); globalKinematicState = myCube2.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posz", 3.0); globalKinematicState.PutParameterValue(L"rotz", 45.0); X3DObject myCone; root.AddGeometry( L"Cone", L"MeshSurface", L"", myCone ); globalKinematicState = myCube2.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posy", -2.0); globalKinematicState.PutParameterValue(L"rotz", 90.0); CTransformation localTransformation = myCube2.GetKinematics().GetLocal().GetTransform(); PolygonMesh myMesh = myCube.GetActivePrimitive().GetGeometry(); CVector3Array normalArray = myMesh.GetPolygons().GetNormalArray(); CVector3 orientation(normalArray[1]); CTransformation destinationTransformation = myCone.GetKinematics().GetGlobal().GetTransform(); CVector3 convertedOrientation = MapObjectOrientationToObjectSpace( localTransformation, destinationTransformation, orientation); app.LogMessage(L"The second face of the cube normal vector " + CString(L"represented in the cone referential( " )+ CValue(RadiansToDegrees(convertedOrientation.GetX())).GetAsText() + L", " + CValue(RadiansToDegrees(convertedOrientation.GetY())).GetAsText() + L", " + CValue(RadiansToDegrees(convertedOrientation.GetZ())).GetAsText() + L" ) in the cube object space");
CVector3 XSI::MATH::MapObjectPositionToObjectSpace | ( | const CTransformation & | in_transfoObjectSpace, |
const CTransformation & | in_transfoSpace, | ||
const CVector3 & | in_vector3Position | ||
) |
Converts a position described in an ObjectSpace to a position in a different ObjectSpace.
in_transfoObjectSpace | ObjectSpace in which the position is described. |
in_transfoSpace | Space in which we want to convert the position. |
in_vector3Position | Position to convert. |
using namespace XSI; using namespace MATH; //Forward declaration bool Above(X3DObject&, X3DObject&); Application app; Model root = app.GetActiveSceneRoot(); X3DObject myCube; root.AddGeometry( L"Cube", L"MeshSurface", L"", myCube ); KinematicState globalKinematicState = myCube.GetKinematics().GetGlobal(); globalKinematicState.PutParameterValue(L"posy", 4.0); globalKinematicState.PutParameterValue(L"posx", 2.0); X3DObject myGrid; oRoot.AddGeometry( L"Grid", L"MeshSurface", L"",myGrid ); myCube.GetKinematics().GetGlobal().PutParameterValue(L"posy",-2.0); if( Above(myCube,myGrid) app.LogMessage(L"The cube is above the grid"); else app.LogMessage(L"The cube is below the grid"); //Function that returns true if in_obj1 is above in_obj2. //Which means that all " y" values of in_obj1 vertices relative to //in_obj2 are bigger than in_obj2 "y" values bool Above(X3DObject& in_obj1, X3DObject& in_obj2) { double biggestY(0.0); CVector3Array positionArray; CVector3Array::iterater it; Geometry myGeom = in_obj1.GetActivePrimitive().GetGeoemtry() myGeom.Points().PositionArray(positionArray); //Determine the upper position in obj1; for(LONG i = 0; i < positionArray.GetCount(); ++i) { if(positionArray[i].GetY() > biggestY) { biggestY = positionArray[i].GetY();} } CTransformation globalTransformation1,globalTransformation2; globalTransformation1 = in_obj1.GetKinematics().GetGlobal().GetTransform(); globalTransformation2 = in_obj2.GetKinematics().GetGlobal().GetTransform(); Geometry myGeom = in_obj2.GetActivePrimitive().GetGeometry(); myGeom.Points().PositionArray(positionArray); CVector3 convertedPosition; //Determine if all vertices of in_obj1 are above in_obj2 i= 0; for(; i < positionArray.GetCount(); ++i) { convertdPosition = MapObjectPositionToObjectSpace( globalTransformation1, globalTransformation2, positionArray[i]); if(convertdPosition.GetY() < biggestY) { return false;} } return true; }