VR Rotation to Rotation Matrix
(To be removed) Convert array/angle rotation to rotation matrix
VR Rotation to Rotation Matrix will be removed in a future release. For more information, see Version History.
Simulink 3D Animation / Utilities
The VR Rotation to Rotation Matrix block converts the array / angle rotation representation used for defining rotations in virtual reality to a 3-by-3 rotation matrix
Input 1 — array/Angle rotation
Input rotation, specified as a 4-element vector in array/angle notation,. The first three elements specify the array of rotation and the fourth element specifies the angle.
Output 1 — Rotation matrix
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.
Version HistoryIntroduced in R2019a
R2023b: To be removed
The VR Rotation to Rotation Matrix block will be removed in a
future release. Instead, use
sim3d classes and Simulation
3D blocks in Unreal Engine Scenario Applications to
interface MATLAB® and Simulink® with the Unreal Engine® 3D simulation environment. To get started, see Get Started Creating Virtual World with Actors.