Esempio n. 1
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 /**
  * Returns the 3x3 rotation matrix associated with the Quaternion.
  *
  * <p><b>Attention:</b> The method returns the European mathematical representation of the
  * rotation matrix.
  *
  * @see #inverseRotationMatrix()
  */
 public final float[][] rotationMatrix() {
   return MathUtils.get3x3UpperLeftMatrixFromPMatrix3D(matrix());
 }
Esempio n. 2
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 /**
  * Returns the 3x3 inverse rotation matrix associated with the Quaternion.
  *
  * <p><b>Attention:</b> This is the classical mathematical rotation matrix.
  */
 public final float[][] inverseRotationMatrix() {
   return MathUtils.get3x3UpperLeftMatrixFromPMatrix3D(inverseMatrix());
 }
Esempio n. 3
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 /**
  * Set the Quaternion from a (supposedly correct) 3x3 rotation matrix given in the upper left 3x3
  * sub-matrix of the PMatrix3D.
  *
  * @see #fromRotationMatrix(float[][])
  */
 public final void fromMatrix(PMatrix3D pM) {
   fromRotationMatrix(MathUtils.get3x3UpperLeftMatrixFromPMatrix3D(pM));
 }