public:staticvoidToTranslationRotation(UnityEngine::Matrix4x4 unityMtx, [Runtime::InteropServices::Out] UnityEngine::Vector3 % translation, [Runtime::InteropServices::Out] UnityEngine::Quaternion % rotation); Parameters unityMtx UnityEngine.Matrix4x4 ...
What is meaning of the orginal vector? And, what is the URL of the "documentation" you ...
Quaternion quat = modelViewMatrix.ExtractRotation();// x-orientVector3 test1 =newVector3(0f,1f,0f); Vector3 test2 = Vector3.Transform(test1, quat);floatdot = Vector3.Dot(test1, test2);floatangle = (float)Math.Acos(dot);if(test2.Z <0f) { angle = -angle; } _orientationX = angl...
public void Translate(Vector3 translation, [DefaultValue("Space.Self")] Space relativeTo); 参数 Vector3 translation:移动方向(考虑模长) [DefaultValue("Space.Self")] Space relativeTo:相对自身或世界坐标系移动,默认为自身坐标系 transform 1. 沿translation的方向,以Space relativeTo的坐标系,根据translation...
func GLKMatrix4MakeFrustum(Float, Float, Float, Float, Float, Float) -> GLKMatrix4 Working With Parts of a Matrix func GLKMatrix4GetMatrix2(GLKMatrix4) -> GLKMatrix2 func GLKMatrix4GetMatrix3(GLKMatrix4) -> GLKMatrix3 func GLKMatrix4GetColumn(GLKMatrix4, Int32) -> GLKVector4 func GL...
func GLKMatrix4MakeRotation(Float, Float, Float, Float) -> GLKMatrix4 Returns a 4x4 matrix that performs a rotation around an arbitrary vector. func GLKMatrix4MakeYRotation(Float) -> GLKMatrix4 Returns a 4x4 matrix that performs a rotation around the positive y-axis. func GLKMatrix4MakeZRo...
Affine Transformation. A transformation of an image such that parallel lines in an image remain parallel after the transformation. Scaling, translation, rotation are all examples of affine transformations In computer graphics, we also use something called atransformation matrix, which is a very handy ...
r=dBodyGetRotation(dGeomGetBody(o2));//p=dGeomGetPosition(o2);//never read}else{//XXX:in this case we dont have the rotation// matrix, thus we must returnreturnfalse; } s->surface.mode = dContactFDir1 | dContactMu2 | dContactApprox1 | dContactSoftCFM; ...
The data is uploaded by cr-vector.m, Appendix A, where it is then organized in terms of rigid bodies. This means that each of the three markers that define a single rigid body will be placed into the same matrix. A second function called plane.m, Appendix B, is used to define a ...
MeshTranslation Property Parent Property ParentJoint Property PhysicsEngine Property PhysicsEntity Property PhysicsJoint Property Position Property ReferenceFrame Property RenderPhysicsPrimitives Property Rotation Property RotationAngles Property RotationAnglesInWorldSpace Property ...