Coin
4.0.3
Coin3D core library
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The SbRotation class represents a rotation in 3D space. More...
#include <Inventor/SbRotation.h>
Static Public Member Functions | |
static SbRotation | identity (void) |
static SbRotation | slerp (const SbRotation &rot0, const SbRotation &rot1, float t) |
Related Symbols | |
(Note that these are not member symbols.) | |
int | operator!= (const SbRotation &q1, const SbRotation &q2) |
SbRotation | operator* (const SbRotation &q1, const SbRotation &q2) |
int | operator== (const SbRotation &q1, const SbRotation &q2) |
SbRotation | slerp (const SbRotation &rot0, const SbRotation &rot1, float t) |
The SbRotation class represents a rotation in 3D space.
SbRotation is used extensively throughout the Coin library.
An SbRotation is stored internally as a quaternion for speed and storage reasons, but inquiries can be done to get and set axis and angle values for convenience.
Note that there is one very common mistake that is easy to make when setting the value of an SbRotation, and that is to inadvertently use the wrong SbRotation constructor. This example should clarify the problem:
The programmer clearly tries to set a PI/2 rotation around the Z axis, but this will fail, as the SbRotation constructor invoked above is the one that takes as arguments the 4 floats of a quaternion. What the programmer almost certainly wanted to do was to use the SbRotation constructor that takes a rotation vector and a rotation angle, which is invoked like this:
Another common problem is to set the rotation value to exactly 0.0, while wanting to store just the information about a rotation angle: rotations are internally handled as quaternions, and when converting from an angle and a rotation value to a quaternion representation, the information about the angle "gets lost" if there is no actual rotation.
SbRotation::SbRotation | ( | void | ) |
The default constructor just initializes a valid rotation. The actual value is unspecified, and you should not depend on it.
Construct a new SbRotation object initialized with the given axis-of-rotation and rotation angle.
SbRotation::SbRotation | ( | const float | q[4] | ) |
Construct a new SbRotation object initialized with the given quaternion components.
The array must be ordered as follows:
q[0] = x, q[1] = y, q[2] = z and q[3] = w, where the quaternion is specified by q = w + xi + yj + zk.
Construct a new SbRotation object initialized with the given quaternion components.
Construct a new SbRotation object initialized with the given rotation matrix.
Construct a rotation which is the minimum rotation necessary to make vector rotateFrom point in the direction of vector rotateTo.
Example:
SbBool SbRotation::equals | ( | const SbRotation & | r, |
float | tolerance ) const |
Check the internal quaternion representation vectors for equality within the given tolerance.
Convert from a string representation, return whether this is a valid conversion
void SbRotation::getValue | ( | float & | q0, |
float & | q1, | ||
float & | q2, | ||
float & | q3 ) const |
Return the four quaternion components representing the rotation.
Return this rotation in the form of a matrix.
Return the rotation in the form of an axis-of-rotation and a rotation angle.
Return pointer to an array with the rotation expressed as four quaternion values.
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Returns an identity rotation.
SbRotation SbRotation::inverse | ( | void | ) | const |
Non-destructively inverses the rotation and returns the result.
SbRotation & SbRotation::invert | ( | void | ) |
Invert the rotation. Returns reference to self.
Rotate the src vector and put the result in dst.
It is safe to let src and dst be the same SbVec3f instance.
SbRotation & SbRotation::operator*= | ( | const float | s | ) |
Multiplies components of quaternion with scalar value s. Returns reference to self.
SbRotation & SbRotation::operator*= | ( | const SbRotation & | q | ) |
Multiplies the quaternions.
Note that order is important when combining quaternions with the multiplication operator.
Dump the state of this object to the fp file stream. Only works in debug version of library, method does nothing in an optimized build.
SbRotation & SbRotation::setValue | ( | const float | q0, |
const float | q1, | ||
const float | q2, | ||
const float | q3 ) |
Set the rotation.
SbRotation & SbRotation::setValue | ( | const float | q[4] | ) |
Reset the rotation by the four quaternions in the array.
SbRotation & SbRotation::setValue | ( | const SbMatrix & | m | ) |
Set the rotation from the components of the given matrix. Returns reference to self.
SbRotation & SbRotation::setValue | ( | const SbVec3f & | axis, |
const float | radians ) |
Reset rotation with the given axis-of-rotation and rotation angle. Returns reference to self.
Make sure axis is not the null vector when calling this method.
SbRotation & SbRotation::setValue | ( | const SbVec3f & | rotateFrom, |
const SbVec3f & | rotateTo ) |
Construct a rotation which is the minimum rotation necessary to make vector rotateFrom point in the direction of vector rotateTo.
Returns reference to self.
See SbRotation constructor with corresponding input arguments for a simple code example.
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Interpolates along the shortest path between the two rotation positions (from rot0 to rot1).
Returns the SbRotation which will rotate rot0 the given part t of the spherical distance towards rot1, where t=0 will yield rot0 and t=1 will yield rot1.
t should be in the interval [0, 1].
SbString SbRotation::toString | ( | ) | const |
Return a string representation of this object
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Check if the two rotations are not equal.
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Multiplies the two rotations and returns the result.
Note that order is important when combining quaternions with the multiplication operator.
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Check if the two rotations are equal.
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Interpolates along the shortest path between the two rotation positions (from rot0 to rot1).
Returns the SbRotation which will rotate rot0 the given part t of the spherical distance towards rot1, where t=0 will yield rot0 and t=1 will yield rot1.
t should be in the interval [0, 1].