Functions
Rotate_Object_Offaxis

Functions

void Rotate_Object_Offaxis (double x, double y, double z, double theta)
 Moves the represented object about an arbitrary axis. More...
 
void DRotate_Object_Offaxis (double x, double y, double z, double theta)
 Similar to Rotate_Object_Offaxis(), but operates on double-precision data. More...
 

Detailed Description

Function Documentation

void DRotate_Object_Offaxis ( double  x,
double  y,
double  z,
double  theta 
)

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

Parameters
x- Vector defining the axis of rotation. Need not be normalized.
y-
z-
theta- Angle, in degrees, to rotate about the axis.
void Rotate_Object_Offaxis ( double  x,
double  y,
double  z,
double  theta 
)

Moves the represented object about an arbitrary axis.

Parameters
x- Vector defining the axis of rotation. Need not be normalized.
y-
z-
theta- Angle, in degrees, to rotate about the axis.

DETAILS

Rotate_Object_Offaxis() 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 is Orbit_Camera() , possibly in combination with Roll_Camera() .

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

NOTES

RESTRICTIONS

See also
Rotate_Object, Translate_Object, Scale_Object, Append_Modelling_Matrix, Set_Modelling_Matrix, Set_Handedness, Orbit_Camera, Roll_Camera.