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Describe a rotation using Euler angles.

The contents of the #graphene_euler_t structure are private and should never be accessed directly.

record

Hierarchy

  • Euler

Index

Constructors

Properties

name: string

Methods

  • free(): void
  • getAlpha(): number
  • Retrieves the first component of the Euler angle vector, depending on the order of rotation.

    See also: graphene_euler_get_x()

    Returns number

  • getBeta(): number
  • Retrieves the second component of the Euler angle vector, depending on the order of rotation.

    See also: graphene_euler_get_y()

    Returns number

  • getGamma(): number
  • Retrieves the third component of the Euler angle vector, depending on the order of rotation.

    See also: graphene_euler_get_z()

    Returns number

  • Retrieves the order used to apply the rotations described in the #graphene_euler_t structure, when converting to and from other structures, like #graphene_quaternion_t and #graphene_matrix_t.

    This function does not return the %GRAPHENE_EULER_ORDER_DEFAULT enumeration value; it will return the effective order of rotation instead.

    Returns EulerOrder

  • getX(): number
  • getY(): number
  • getZ(): number
  • Initializes a #graphene_euler_t using the given angles.

    The order of the rotations is %GRAPHENE_EULER_ORDER_DEFAULT.

    Parameters

    • x: number

      rotation angle on the X axis, in degrees

    • y: number

      rotation angle on the Y axis, in degrees

    • z: number

      rotation angle on the Z axis, in degrees

    Returns Graphene.Euler

  • Initializes a #graphene_euler_t using the angles and order of another #graphene_euler_t.

    If the #graphene_euler_t src is %NULL, this function is equivalent to calling graphene_euler_init() with all angles set to 0.

    Parameters

    Returns Graphene.Euler

  • Initializes a #graphene_euler_t using the given rotation matrix.

    If the #graphene_matrix_t m is %NULL, the #graphene_euler_t will be initialized with all angles set to 0.

    Parameters

    Returns Graphene.Euler

  • Initializes a #graphene_euler_t using the given normalized quaternion.

    If the #graphene_quaternion_t q is %NULL, the #graphene_euler_t will be initialized with all angles set to 0.

    Parameters

    Returns Graphene.Euler

  • Initializes a #graphene_euler_t using the given angles and order of rotation.

    Parameters

    • x: number

      rotation angle on the X axis, in radians

    • y: number

      rotation angle on the Y axis, in radians

    • z: number

      rotation angle on the Z axis, in radians

    • order: EulerOrder

      order of rotations

    Returns Graphene.Euler

  • Initializes a #graphene_euler_t using the angles contained in a #graphene_vec3_t.

    If the #graphene_vec3_t v is %NULL, the #graphene_euler_t will be initialized with all angles set to 0.

    Parameters

    • v: Graphene.Vec3

      a #graphene_vec3_t containing the rotation angles in degrees

    • order: EulerOrder

      the order used to apply the rotations

    Returns Graphene.Euler

  • Initializes a #graphene_euler_t with the given angles and order.

    Parameters

    • x: number

      rotation angle on the X axis, in degrees

    • y: number

      rotation angle on the Y axis, in degrees

    • z: number

      rotation angle on the Z axis, in degrees

    • order: EulerOrder

      the order used to apply the rotations

    Returns Graphene.Euler

  • Reorders a #graphene_euler_t using order.

    This function is equivalent to creating a #graphene_quaternion_t from the given #graphene_euler_t, and then converting the quaternion into another #graphene_euler_t.

    Parameters

    Returns Graphene.Euler

  • Converts a #graphene_euler_t into a transformation matrix expressing the extrinsic composition of rotations described by the Euler angles.

    The rotations are applied over the reference frame axes in the order associated with the #graphene_euler_t; for instance, if the order used to initialize e is %GRAPHENE_EULER_ORDER_XYZ:

    • the first rotation moves the body around the X axis with an angle φ
    • the second rotation moves the body around the Y axis with an angle of ϑ
    • the third rotation moves the body around the Z axis with an angle of ψ

    The rotation sign convention is right-handed, to preserve compatibility between Euler-based, quaternion-based, and angle-axis-based rotations.

    Returns Graphene.Matrix

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