using bstream = ::vtb::base::bstream
public Matrix< T, N >
template <class T, int N>
from(const Basis< T, N > & basis, const Vertex< T, N > & origin, const Vertex< T, N > & v) -> Vertex< T, N >
template <class T, int N>
to(const Basis< T, N > & b, const Vertex< T, N > & v) -> Vertex< T, N >
template <class T, int N>
rotation_matrix_xyz(const Vertex< T, N > & angle) -> Basis< T, N >
template <class T, int N>
transpose(Basis< T, N > & basis) -> void
template <class T, int N, class X>
operator*(const Basis< T, N > & lhs, const X & rhs) -> auto
template <class T, int N>
rotation_matrix_zyx(const Vertex< T, N > & angle) -> Basis< T, N >
Return rotation matrix specified by Euler angles
.
Rotation matrix is computed as the product of rotation matrices for each dimension. For Euler angles the matrix is written as