Cog3DTransformRotation Constructor Cognex VisionPro 9.10
Overload List

  NameDescription
Public methodCog3DTransformRotation 
Construct this default (identity transform) Cog3DTransformRotation.
Public methodCog3DTransformRotation(Cog3DAxisAngle)
Construct this Cog3DTransformRotation using a rotation axis and rotation angle.

Note that if the given axis is not a unit vector, a corresponding unit vector is computed and used.

Public methodCog3DTransformRotation(Cog3DEulerXYZ)
Construct this Cog3DTransformRotation using a Cog3DEulerXYZ.
Public methodCog3DTransformRotation(Cog3DEulerXYZMovingAxes)
Construct this Cog3DTransformRotation using a Cog3DEulerXYZMovingAxes.
Public methodCog3DTransformRotation(Cog3DEulerZYX)
Construct this Cog3DTransformRotation using a Cog3DEulerZYX.
Public methodCog3DTransformRotation(Cog3DEulerZYXMovingAxes)
Construct this Cog3DTransformRotation using a Cog3DEulerZYXMovingAxes.
Public methodCog3DTransformRotation(Cog3DEulerZYZMovingAxes)
Construct this Cog3DTransformRotation using a Cog3DEulerZYZMovingAxes.
Public methodCog3DTransformRotation(Cog3DMatrix3x3)
Construct this Cog3DTransformRotation using a matrix representation. Theoretically, matrix must satisfy matrix.Determinant is 1 and matrix * matrix.Transpose() is Identity. If matrix is not exactly a rotation matrix then it attempts to compute a rotation matrix closest to matrix, and use the computed rotation matrix. Such a computation should succeed in practical situations.
Public methodCog3DTransformRotation(Cog3DQuaternion)
Construct this Cog3DTransformRotation using a quaternion representation.

Note that if the given quaternion is not a unit quaternion, a corresponding unit quaternion is computed and used.

Public methodCog3DTransformRotation(Cog3DTransformRotation)
Construct this object by making a deep copy of the supplied object.
Protected methodCog3DTransformRotation(SerializationInfo, StreamingContext)
Serialization constructor.
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