Euler¶
Imath.Eulerf¶
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class
Imath.Eulerf¶ Inherits
V3f.-
enum Order XYZXZYYZXYXZZXYZYXXZXXYXYXYYZYZYZZXZXYZrXZYrYZXrYXZrZXYrZYXrXZXrXYXrYXYrYZYrZYZrZXZrLegalMinMaxDefault
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enum Axis XYZ
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enum InputLayout XYZLayoutIJKLayout
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Eulerf() → Eulerf¶
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Eulerf(Eulerf e) → Eulerf
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Eulerf(Eulerf.Order p) → Eulerf
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Eulerf(V3f v[, Eulerf.Order o=Eulerf.Default, Eulerf.InputLayout l=EulerfIJKLayout]) → Eulerf
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Eulerf(float i, float j, float k[, Eulerf.Order o=Eulerf.Default, Eulerf.InputLayout l=EulerfIJKLayout]) → Eulerf
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Eulerf(Eulerf euler, Eulerf.Order newp) → Eulerf
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Eulerf(M33f m[, Eulerf.Order o=Eulerf.Default]) → Eulerf
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Eulerf(M44f m[, Eulerf.Order o=Eulerf.Default]) → Eulerf
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Eulerf(table[3] v[, Eulerf.Order o=Eulerf.Default, Eulerf.InputLayout l=EulerfIJKLayout]) → Eulerf
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Eulerf(table[9] m[, Eulerf.Order o=Eulerf.Default, Eulerf.InputLayout l=EulerfIJKLayout]) → Eulerf
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Eulerf(table[16] m[, Eulerf.Order o=Eulerf.Default, Eulerf.InputLayout l=EulerfIJKLayout]) → Eulerf
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operator==(Eulerf o)const→ boolean¶
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operator!=(Eulerf o)const→ boolean¶
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setXYZVector(V3f v)¶
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setXYZVector(table[3] v)
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order()const→ Eulerf.Order¶
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setOrder(Eulerf.Order o)¶
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set(Eulerf.Axis initial, boolean relative, boolean parityEven, boolean firstRepeats)¶
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extract(M33f m)¶
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extract(M44f m)
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extract(Quatf q)
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toMatrix33()const→ M33f¶
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toMatrix44()const→ M44f¶
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toQuat()const→ Quatf¶
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toXYZVector()const→ V3f¶
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angleOrder()const→ int, int, int¶
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angleMapping()const→ int, int, int¶
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makeNear(Eulerf target)¶
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frameStatic()const→ boolean¶
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initialRepeated()const→ boolean¶
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parityEven()const→ boolean¶
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initialAxis()const→ Eulerf.Axis¶
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static
legal(Eulerf.Order o) → boolean¶
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static
angleMod(float angle) → float¶
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static
simpleXYZRotation(V3f& xyzRot, V3f targetXyzRot)¶
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static
nearestRotation(V3f& xyzRot, V3f targetXyzRot, Eulerf.Order=Eulerf.XYZ)¶
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Imath.Eulerd¶
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class
Imath.Eulerd¶ Inherits
V3d.-
enum Order XYZXZYYZXYXZZXYZYXXZXXYXYXYYZYZYZZXZXYZrXZYrYZXrYXZrZXYrZYXrXZXrXYXrYXYrYZYrZYZrZXZrLegalMinMaxDefault
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enum Axis XYZ
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enum InputLayout XYZLayoutIJKLayout
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Eulerd() → Eulerd¶
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Eulerd(Eulerd e) → Eulerd
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Eulerd(Eulerd.Order p) → Eulerd
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Eulerd(V3d v[, Eulerd.Order o=Eulerd.Default, Eulerd.InputLayout l=EulerdIJKLayout]) → Eulerd
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Eulerd(double i, double j, double k[, Eulerd.Order o=Eulerd.Default, Eulerd.InputLayout l=EulerdIJKLayout]) → Eulerd
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Eulerd(Eulerd euler, Eulerd.Order newp) → Eulerd
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Eulerd(M33d m[, Eulerd.Order o=Eulerd.Default]) → Eulerd
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Eulerd(M44d m[, Eulerd.Order o=Eulerd.Default]) → Eulerd
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Eulerd(table[3] v[, Eulerd.Order o=Eulerd.Default, Eulerd.InputLayout l=EulerdIJKLayout]) → Eulerd
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Eulerd(table[9] m[, Eulerd.Order o=Eulerd.Default, Eulerd.InputLayout l=EulerdIJKLayout]) → Eulerd
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Eulerd(table[16] m[, Eulerd.Order o=Eulerd.Default, Eulerd.InputLayout l=EulerdIJKLayout]) → Eulerd
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operator==(Eulerd o)const→ boolean¶
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operator!=(Eulerd o)const→ boolean¶
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setXYZVector(V3d v)¶
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setXYZVector(table[3] v)
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order()const→ Eulerd.Order¶
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setOrder(Eulerd.Order o)¶
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set(Eulerd.Axis initial, boolean relative, boolean parityEven, boolean firstRepeats)¶
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extract(M33d m)¶
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extract(M44d m)
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extract(Quatd q)
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toMatrix33()const→ M33d¶
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toMatrix44()const→ M44d¶
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toQuat()const→ Quatd¶
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toXYZVector()const→ V3d¶
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angleOrder()const→ int, int, int¶
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angleMapping()const→ int, int, int¶
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makeNear(Eulerd target)¶
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frameStatic()const→ boolean¶
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initialRepeated()const→ boolean¶
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parityEven()const→ boolean¶
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initialAxis()const→ Eulerd.Axis¶
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static
legal(Eulerd.Order o) → boolean¶
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static
angleMod(double angle) → float¶
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static
simpleXYZRotation(V3d& xyzRot, V3d targetXyzRot)¶
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static
nearestRotation(V3d& xyzRot, V3d targetXyzRot, Eulerd.Order=Eulerd.XYZ)¶
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