Overload List
| Name | Description | |
|---|---|---|
| Cog3DTransformRotation |
Construct this default (identity transform) Cog3DTransformRotation.
| |
| Cog3DTransformRotation(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. | |
| Cog3DTransformRotation(Cog3DEulerXYZ) |
Construct this Cog3DTransformRotation using a Cog3DEulerXYZ.
| |
| Cog3DTransformRotation(Cog3DEulerXYZMovingAxes) |
Construct this Cog3DTransformRotation using a Cog3DEulerXYZMovingAxes.
| |
| Cog3DTransformRotation(Cog3DEulerZYX) |
Construct this Cog3DTransformRotation using a Cog3DEulerZYX.
| |
| Cog3DTransformRotation(Cog3DEulerZYXMovingAxes) |
Construct this Cog3DTransformRotation using a Cog3DEulerZYXMovingAxes.
| |
| Cog3DTransformRotation(Cog3DEulerZYZMovingAxes) |
Construct this Cog3DTransformRotation using a Cog3DEulerZYZMovingAxes.
| |
| Cog3DTransformRotation(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.
| |
| Cog3DTransformRotation(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. | |
| Cog3DTransformRotation(Cog3DTransformRotation) |
Construct this object by making a deep copy of the supplied
object.
| |
| Cog3DTransformRotation(SerializationInfo, StreamingContext) |
Serialization constructor.
|
See Also