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@ -763,7 +763,7 @@ and a rotation matrix. |
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It optionally returns three rotation matrices, one for each axis, and the three Euler angles in |
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degrees (as the return value) that could be used in OpenGL. Note, there is always more than one |
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sequence of rotations about the three principal axes that results in the same orientation of an |
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object, e.g. see @cite Slabaugh . Returned tree rotation matrices and corresponding three Euler angles |
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object, e.g. see @cite Slabaugh . Returned three rotation matrices and corresponding three Euler angles |
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are only one of the possible solutions. |
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*/ |
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CV_EXPORTS_W Vec3d RQDecomp3x3( InputArray src, OutputArray mtxR, OutputArray mtxQ, |
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@ -789,7 +789,7 @@ matrix and the position of a camera. |
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It optionally returns three rotation matrices, one for each axis, and three Euler angles that could |
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be used in OpenGL. Note, there is always more than one sequence of rotations about the three |
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principal axes that results in the same orientation of an object, e.g. see @cite Slabaugh . Returned |
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tree rotation matrices and corresponding three Euler angles are only one of the possible solutions. |
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three rotation matrices and corresponding three Euler angles are only one of the possible solutions. |
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The function is based on #RQDecomp3x3 . |
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*/ |
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