Lines Matching defs:angles

24     * \brief Represents a rotation in a 3 dimensional space as three Euler angles.
26 * Euler rotation is a set of three rotation of three angles over three fixed axes, defined by the EulerSystem given as a template parameter.
28 * Here is how intrinsic Euler angles works:
33 * \note This class support only intrinsic Euler angles for simplicity,
39 * by Euler angles, but there is no singular representation (e.g. unlike rotation matrices).
43 * Euler angles usually used for:
48 * However, Euler angles are slow comparing to quaternion or matrices,
57 * #### Euler angles ranges in conversions ####
59 * When converting some rotation to Euler angles, there are some ways you can guarantee
60 * the Euler angles ranges.
63 * When using implicit ranges, all angles are guarantee to be in the range [-PI, +PI],
64 * unless you convert from some other Euler angles.
70 * When using explicit ranges, all angles are guarantee to be in the range you choose.
104 * More information about Euler angles: https://en.wikipedia.org/wiki/Euler_angles
106 * \tparam _Scalar the scalar type, i.e., the type of the angles.
114 /** the scalar type of the angles */
149 /** Constructs and initialize Euler angles(\p alpha, \p beta, \p gamma). */
153 /** Constructs and initialize Euler angles from a 3x3 rotation matrix \p m.
155 * \note All angles will be in the range [-PI, PI].
160 /** Constructs and initialize Euler angles from a 3x3 rotation matrix \p m,
181 /** Constructs and initialize Euler angles from a rotation \p rot.
183 * \note All angles will be in the range [-PI, PI], unless \p rot is an EulerAngles.
190 /** Constructs and initialize Euler angles from a rotation \p rot,
212 const Vector3& angles() const { return m_angles; }
214 Vector3& angles() { return m_angles; }
231 /** \returns The Euler angles rotation inverse (which is as same as the negative),
241 /** \returns The Euler angles rotation negative (which is as same as the inverse),
249 /** Constructs and initialize Euler angles from a 3x3 rotation matrix \p m,
275 /** Constructs and initialize Euler angles from a rotation \p rot,
300 // we can compute only the needed matrix cells and then convert to euler angles. (see ZYX example below)
336 /** Convert the Euler angles to quaternion. */
347 s << eulerAngles.angles().transpose();