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Lines Matching full:angles

59 //	   1) Are the angles measured relative to a set of fixed axis
67 // must order the angles according to their priorities. So, the
75 // Eulerf angles(z_rot, y_rot, x_rot, Eulerf::ZYX);
77 // Eulerf angles( V3f(z_rot,y_rot,z_rot), Eulerf::ZYX );
86 // Eulerf angles(y_rot, x_rot, z_rot, Eulerf::YXZ);
88 // Eulerf angles( V3f(y_rot,x_rot,z_rot), Eulerf::YXZ );
90 // Notice how the order you put the angles into the three slots
95 // angles are ordered in the same way, i.e.:
97 // V3f v = angles;
100 // If you just want the x, y, and z angles stored in a vector in
103 // V3f v = angles.toXYZVector()
109 // Eulerf angles(x_rot, y_rot, z_rot,
115 // Eulerf angles(y_rot, x_rot, z_rot, Eulerf::YXZ);
118 // repeated axis in the euler angles (e.g. XYX)
123 // The units of the rotation angles are assumed to be radians.
236 // This does NOT convert the angles, but setXYZVector()
253 // Conversions, toXYZVector() reorders the angles so that
276 // Use this function to unpack angles from ijk form
500 // Extract the other two angles, y and z, from N.
532 // Extract the other two angles, y and z, from N.
579 // Extract the other two angles, y and z, from N.
608 // Extract the other two angles, y and z, from N.
633 Vec3<T> angles;
635 if ( _frameStatic ) angles = (*this);
636 else angles = Vec3<T>(z,y,x);
638 if ( !_parityEven ) angles *= -1.0;
640 T ci = Math<T>::cos(angles.x);
641 T cj = Math<T>::cos(angles.y);
642 T ch = Math<T>::cos(angles.z);
643 T si = Math<T>::sin(angles.x);
644 T sj = Math<T>::sin(angles.y);
645 T sh = Math<T>::sin(angles.z);
676 Vec3<T> angles;
678 if ( _frameStatic ) angles = (*this);
679 else angles = Vec3<T>(z,y,x);
681 if ( !_parityEven ) angles *= -1.0;
683 T ci = Math<T>::cos(angles.x);
684 T cj = Math<T>::cos(angles.y);
685 T ch = Math<T>::cos(angles.z);
686 T si = Math<T>::sin(angles.x);
687 T sj = Math<T>::sin(angles.y);
688 T sh = Math<T>::sin(angles.z);
716 Vec3<T> angles;
720 if ( _frameStatic ) angles = (*this);
721 else angles = Vec3<T>(z,y,x);
723 if ( !_parityEven ) angles.y = -angles.y;
725 T ti = angles.x*0.5;
726 T tj = angles.y*0.5;
727 T th = angles.z*0.5;