Rotate_Object

## Functions

void DRotate_Object (double theta, double phi, double psi)
Similar to Rotate_Object(), but operates on double-precision data. More...

void Rotate_Object (double theta, double phi, double psi)
Moves the represented object about its X-, Y-, or Z-axis. More...

## ◆ DRotate_Object()

 void DRotate_Object ( double theta, double phi, double psi )

Similar to Rotate_Object(), but operates on double-precision data.

Parameters
 theta - Angle, in degrees, to rotate about the X-axis. phi - Angle to rotate about the Y-axis psi - Angle to rotate about the Z-axis

## ◆ Rotate_Object()

 void Rotate_Object ( double theta, double phi, double psi )

Moves the represented object about its X-, Y-, or Z-axis.

Parameters
 theta - Angle, in degrees, to rotate about the X-axis. phi - Angle to rotate about the Y-axis psi - Angle to rotate about the Z-axis

### DETAILS

Rotate_Object() is a modelling transformation—it should be thought of as changing the position of the object you have created. If you want to look at your scene as if it were being rotated, the better choice i s Orbit_Camera() , possibly in combination with Roll_Camera() .

If more than one degree of rotation is requested, the effect is of theta being performed first, then phi , then psi.

All rotations in HOOPS, no matter whether "camera" or "object", are performed by default using a left-hand rule. A positive rotation is represented by the di rection curved fingers of the left hand are pointing when the thumb points in th e positive direction along the axis in question, i.e., counter-clockwise. A nega tive rotation angle goes the other way. This definition can be reversed with the "Handedness" attribute.

The mathematical transform that is supplied to Append_Modelling_Matrix() is: 