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

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

A 3-dimensional rotation matrix.

Methods

impl<N: Real> Rotation3<N>
[src]

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.

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

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

Creates a new rotation from Euler angles.

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

Creates Euler angles from a rotation.

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

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.

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.

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.

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().

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

The rotation angle.

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

The rotation axis multiplied by the rotation angle.

The rotation angle needed to make self and other coincide.

The rotation matrix needed to make self and other coincide.

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

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>, 
[src]

The inclusion map: converts self to the equivalent element of its superset.

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

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

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

impl<N: Real> Distribution<Rotation3<N>> for Standard where
    OpenClosed01: Distribution<N>, 
[src]

Generate a uniformly distributed random rotation.

Important traits for DistIter<'a, D, R, T>

Create an iterator that generates random values of T, using rng as the source of randomness. Read more