Type Definition nalgebra::geometry::Rotation3 [] [src]

type Rotation3<N> = Rotation<N, U3>;

A 3-dimensional rotation matrix.

Methods

impl<N: Real> Rotation3<N>
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Builds a 3 dimensional rotation matrix from an axis and an angle.

Arguments

  • axisangle - A vector representing the rotation. Its magnitude is the amount of rotation in radian. Its direction is the axis of rotation.

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Builds a 3D rotation matrix from an axis scaled by the rotation angle.

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Builds a 3D rotation matrix from an axis and a rotation angle.

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Creates a new rotation from Euler angles.

The primitive rotations are applied in order: 1 roll − 2 pitch − 3 yaw.

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Creates Euler angles from a rotation.

The angles are produced in the form (roll, yaw, pitch).

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Creates a rotation that corresponds to the local frame of an observer standing at the origin and looking toward dir.

It maps the view direction dir to the positive z axis.

Arguments

  • dir - The look direction, that is, direction the matrix z axis will be aligned with.
  • up - The vertical direction. The only requirement of this parameter is to not be collinear to dir. Non-collinearity is not checked.

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Builds a right-handed look-at view matrix without translation.

This conforms to the common notion of right handed look-at matrix from the computer graphics community.

Arguments

  • eye - The eye position.
  • target - The target position.
  • up - A vector approximately aligned with required the vertical axis. The only requirement of this parameter is to not be collinear to target - eye.

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Builds a left-handed look-at view matrix without translation.

This conforms to the common notion of left handed look-at matrix from the computer graphics community.

Arguments

  • eye - The eye position.
  • target - The target position.
  • up - A vector approximately aligned with required the vertical axis. The only requirement of this parameter is to not be collinear to target - eye.

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The rotation matrix required to align a and b but with its angl.

This is the rotation R such that (R * a).angle(b) == 0 && (R * a).dot(b).is_positive().

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The smallest rotation needed to make a and b collinear and point toward the same direction, raised to the power s.

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The rotation angle.

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The rotation axis. Returns None if the rotation angle is zero or PI.

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The rotation axis multiplied by the rotation angle.

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The rotation angle needed to make self and other coincide.

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The rotation matrix needed to make self and other coincide.

The result is such that: self.rotation_to(other) * self == other.

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Raise the quaternion to a given floating power, i.e., returns the rotation with the same axis as self and an angle equal to self.angle() multiplied by n.

Trait Implementations

impl<N1, N2> SubsetOf<UnitQuaternion<N2>> for Rotation3<N1> where
    N1: Real,
    N2: Real + SupersetOf<N1>, 
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The inclusion map: converts self to the equivalent element of its superset.

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Checks if element is actually part of the subset Self (and can be converted to it).

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Use with care! Same as self.to_superset but without any property checks. Always succeeds.

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The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more

impl<N: Real + Rand> Rand for Rotation3<N>
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Generates a random instance of this type using the specified source of randomness. Read more

Auto Trait Implementations