The VR Rotation to Rotation Matrix block converts the axis / angle rotation
representation used for defining rotations in virtual reality to a 3-by-3 rotation
matrix
Input rotation, specified as a 4-element vector in axis/angle notation,. The first three
elements specify the axis of rotation and the fourth element specifies
the angle.
3D rotation, returned as a 3-by-3 columnwise defined matrix, also known as a direction
cosine matrix.
A representation of a three-dimensional spherical rotation as a 3-by-3 real, orthogonal
matrix R:
RTR
= RRT =
I, where I is the
3-by-3 identity and
RT is the transpose of R. This matrix
is also known as the direction cosine matrix (DCM). The DCM is the
orientation of the object in space, relative to its parent node.
Maximum value to treat input value as zero — Effective zero value 1e-12 (default) | scalar
Input signal value is considered to be zero if it is equal to or lower than the value set in
this parameter. By default, the parameter is set to ε = 1e-12.
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