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Blender V4.3
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#include <ostream>#include "BLI_math_angle_types.hh"#include "BLI_math_base.hh"#include "BLI_math_basis_types.hh"#include "BLI_math_vector_types.hh"Go to the source code of this file.
Classes | |
| struct | blender::math::AxisAngleBase< T, AngleT > |
Namespaces | |
| namespace | blender |
| namespace | blender::math |
Typedefs | |
| using | blender::math::AxisAngle = AxisAngleBase<float, AngleRadianBase<float>> |
| using | blender::math::AxisAngleCartesian = AxisAngleBase<float, AngleCartesianBase<float>> |
A blender::math::AxisAngle<T> represents a rotation around a unit axis.
It is mainly useful for rotating a point around a given axis or quickly getting the rotation between 2 vectors. It is cheaper to create than a #Quaternion or a matrix rotation.
If the rotation axis is one of the basis axes (eg: {1,0,0}), then most operations are reduced to 2D operations and are thus faster.
Interpolation isn't possible between two blender::math::AxisAngle<T>; they must be converted to other rotation types for that. Converting to blender::math::QuaternionBase<T> is the fastest and more correct option.
Definition in file BLI_math_axis_angle_types.hh.