 TRotation< FReal, 3 >

Inheritance Hierarchy

FQuat TRotation< FReal, 3 >

References

Syntax

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

Functions

Name Description

TVector< FRe...

CalculateAngularDelta

(
const TRotation< FReal, 3 >& InR0,
const TRotation< FReal, 3 >& InR1
)

Calculate the axis-angle delta (angular velocity * dt) required to take an object with orientation R0 to orientation R1.

TVector< FRe...

CalculateAngularVelocity

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

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

TVector< FRe...

CalculateAngularVelocity1

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

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

TVector< FRe...

CalculateAngularVelocity2

(
const TRotation< FReal, 3 >& InR0,
const TRotation< FReal, 3 >& InR1,
const FReal 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< FReal, 3 ...
)

Return the complex conjugate of the rotation

TRotation< F...

FromAxisAngle

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

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

TRotation< F...

FromElements

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

Create a rotation by explicitly specifying all elements

TRotation< F...

FromElements

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

Create a rotation by explicitly specifying all elements

TRotation< F...

FromIdentity()

Create an identity rotation

TRotation< F...

FromRotatedVector

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

Generate a Rotation that would rotate vector InitialVector to FinalVector

TRotation< F...

FromVector

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

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

bool

GetRotationAxisSafe

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

Extract the axis from the Quaternion.

TRotation< F...

IntegrateRotationWithAngularVelocity

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

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

bool

IsNearlyEqual

(
const TRotation< FReal, 3 >& A,
const TRotation< FReal, 3 >& B,
const FReal Epsilon
)

Check that two rotations are approximately equal.

TRotation< F...

Negate

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

Negate all values of the quaternion (

not the inverse rotation. See Conjugate)

bool

ToAxisAndAngleSafe

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

Extract the axis and angle from the Quaternion.

PMatrix< FRe...

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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