# TRotation< float, 3 >

Inheritance Hierarchy

FQuat

 TRotation< float, 3 >

References

 Module Chaos Header /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Rotation.h Include #include "Chaos/Rotation.h"

Syntax

template<>
class TRotation< float, 3 > : public FQuat

Functions

Name Description

TVector< flo...

CalculateAngularVelocity

(
const TRotation< float, 3 >& InR0,
const TRotation< float, 3 >& InR1,
const float InDt
)

Calculate the angular velocity required to take an object with orientation R0 to orientation R1 in time Dt.

TVector< flo...

CalculateAngularVelocity1

(
const TRotation< float, 3 >& InR0,
const TRotation< float, 3 >& InR1,
const float InDt
)

Calculate the angular velocity required to take an object with orientation R0 to orientation R1 in time Dt.

TVector< flo...

CalculateAngularVelocity2

(
const TRotation< float, 3 >& InR0,
const TRotation< float, 3 >& InR1,
const float InDt
)

Calculate the angular velocity required to take an object with orientation R0 to orientation R1 in time Dt.

TRotation< f...

Conjugate

(
const ::Chaos::TRotation< float, 3 ...
)

Return the complex conjugate of the rotation

TRotation< f...

FromAxisAngle

(
const ::Chaos::TVector< float, 3 > ...,
)

Create a rotation about an axis by an angle specified in radians

TRotation< f...

FromElements

(
const float X,
const float Y,
const float Z,
const float W
)

Create a rotation by explicitly specifying all elements

TRotation< f...

FromElements

(
const ::Chaos::TVector< float, 3 > ...,
const float W
)

Create a rotation by explicitly specifying all elements

TRotation< f...

FromIdentity()

Create an identity rotation

TRotation< f...

FromRotatedVector

(
const ::Chaos::TVector< float, 3 > ...,
const ::Chaos::TVector< float, 3 > ...
)

Generate a Rotation that would rotate vector InitialVector to FinalVector

TRotation< f...

FromVector

(
const ::Chaos::TVector< float, 3 > ...
)

Create a rotation about an axis V/|V| by angle |V| in radians

bool

GetRotationAxisSafe

(
TVector< float, 3 >& OutAxis,
const TVector< float, 3 >& Default...,
float EpsilionSq
)

Extract the axis from the Quaternion.

TRotation< f...

IntegrateRotationWithAngularVelocity

(
const TRotation< float, 3 >& InR0,
const TVector< float, 3 >& InW,
const float InDt
)

Return a new rotation equal to the input rotation with angular velocity W applied over time Dt.

TRotation< f...

Negate

(
const ::Chaos::TRotation< float, 3 ...
)

Negate all values of the quaternion (note: not the inverse rotation. See Conjugate)

bool

ToAxisAndAngleSafe

(
TVector< float, 3 >& OutAxis,
float& OutAngle,
const TVector< float, 3 >& Default...,
float EpsilionSq
)

Extract the axis and angle from the Quaternion.

PMatrix< flo...

ToMatrix()

void

ToSwingTwistX

(
FQuat& OutSwing,
FQuat& OutTwist
)

Extract the Swing and Twist rotations, assuming that the Twist Axis is (1,0,0). /see ToSwingTwist

TRotation

(
const FQuat& Quat
)

TRotation()

TRotation

(
const FMatrix& Matrix
)

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