Modifier and Type | Method and Description |
---|---|
float |
angle() |
void |
compose(Rotation o)
Compose the rotation
|
void |
fromMatrix(Mat glMatrix)
Sets the rotation from the given Mat representation.
|
void |
fromRotatedBasis(Vec X,
Vec Y,
Vec Z)
Sets the rotation from the three rotated vectors of an orthogonal basis.
|
void |
fromTo(Vec from,
Vec to)
Define orientation from the two vectors.
|
Rotation |
get()
Returns a deep copy of the object.
|
Rotation |
inverse()
Returns the inverse rotation
|
Mat |
inverseMatrix()
Returns the associated inverse rotation Mat.
|
Vec |
inverseRotate(Vec v)
Returns the image of
v by the inverse() rotation. |
Mat |
matrix()
Returns the Mat which represents the rotation matrix associated with the Quat.
|
void |
negate()
Negates all object components
|
float |
normalize()
Normalizes the rotation
|
void |
print()
Prints orientation data.
|
Vec |
rotate(Vec v)
Returns the image of
v by the rotation. |
Rotation get()
Copyable
Typical implementation should simple look like: return new Object(this)
.
float angle()
void negate()
void compose(Rotation o)
o
- rotation to compose withRotation inverse()
Mat matrix()
Mat inverseMatrix()
void fromMatrix(Mat glMatrix)
void fromRotatedBasis(Vec X, Vec Y, Vec Z)
The three vectors do not have to be normalized but must be orthogonal and direct
(i,e., X^Y=k*Z, with k>0
).
float normalize()
void print()
Processing Library proscene by Jean Pierre Charalambos. (c) 2014-2017 National University of Colombia