Browse Source

doc: compiling Matrix and vector operations page code snippets.

pull/233/head
Vladimír Vondruš 8 years ago
parent
commit
eee87ff28e
  1. 193
      doc/matrix-vector.dox
  2. 301
      doc/snippets/MagnumMath.cpp

193
doc/matrix-vector.dox

@ -70,54 +70,30 @@ Default constructors of @ref Math::RectangularMatrix and @ref Math::Vector (and
@ref Math::Matrix3, @ref Math::Matrix4) is by default constructed as identity
matrix.
@code{.cpp}
Matrix2x3 a; // zero-filled
Vector3i b; // zero-filled
Matrix3 identity; // diagonal set to 1
Matrix3 zero{Math::ZeroInit}; // zero-filled
@endcode
@snippet MagnumMath.cpp matrix-vector-construct
Most common and most efficient way to create vector is to pass all values to
constructor, matrix is created by passing all column vectors to the
constructor. All constructors check number of passed arguments and the errors
are catched at compile time.
@code{.cpp}
Vector3i vec(0, 1, 2);
Matrix3 mat({0.0f, 1.9f, 2.2f},
{3.5f, 4.0f, 5.1f},
{6.0f, 7.3f, 8.0f});
@endcode
@snippet MagnumMath.cpp matrix-vector-construct-value
You can specify all components of vector or whole diagonal of square matrix
with single value or create diagonal matrix from vector:
@code{.cpp}
Matrix3 diag(Matrix3::Identity, 2.0f); // diagonal is 2.0f, zeros elsewhere
Vector3i fill(10); // {10, 10, 10}
auto diag2 = Matrix3::fromDiagonal({3.0f, 2.0f, 1.0f});
@endcode
@snippet MagnumMath.cpp matrix-vector-construct-diagonal
There are also shortcuts to create a vector with all but one component set to
zero or one, useful for transformations:
@code{.cpp}
auto x = Vector3::xAxis(); // {1.0f, 0.0f, 0.0f}
auto y = Vector2::yAxis(3.0f); // {0.0f, 3.0f}
auto z = Vector3::zScale(3.0f); // {1.0f, 1.0f, 3.0f}
@endcode
@snippet MagnumMath.cpp matrix-vector-construct-axis
It is also possible to create matrices and vectors from an C-style array. The
function does simple type cast without any copying, so it's possible to
conveniently operate on the array itself:
@code{.cpp}
Int[] mat = { 2, 4, 6,
1, 3, 5 };
Math::Matrix2x3<Int>::from(mat) *= 2; // { 4, 8, 12, 2, 6, 10 }
@endcode
@snippet MagnumMath.cpp matrix-vector-construct-from
@attention Note that, unlike constructors, this function has no way to check
whether the array is long enough to contain all elements, so use with
@ -128,19 +104,12 @@ richer feature set. Implicit construction of @ref Color4 from @ref Color3 will
set the alpha to full value (thus @cpp 1.0f @ce for @ref Color4 and @cpp 255 @ce
for @ref Color4ub):
@code{.cpp}
Color4 a = Color3{0.2f, 0.7f, 0.5f}; // {0.2f, 0.7f, 0.5f, 1.0f}
Color4ub b = Color3ub{0x33, 0xb2, 0x7f}; // {0x33, 0xb2, 0x7f, 0xff}
@endcode
@snippet MagnumMath.cpp matrix-vector-construct-color
Similarly to axes in vectors, you can create single color shades too, or create
a RGB color from HSV representation:
@code{.cpp}
auto green = Color3::green(); // {0.0f, 1.0f, 0.0f}
auto cyan = Color4::cyan(0.5f, 0.95f); // {0.5f, 1.0f, 1.0f, 0.95f}
auto fadedRed = Color3::fromHSV(219.0_degf, 0.50f, 0.57f)
@endcode
@snippet MagnumMath.cpp matrix-vector-construct-color-hue
Lastly, namespace @ref Math::Literals provides convenient
@link Literals::operator""_rgb() operator""_rgb() @endlink /
@ -155,55 +124,31 @@ and don't do any gamma correction on it. For sRGB input, there is
@link Literals::operator""_srgbaf() operator""_srgbaf() @endlink, see their
documentation for more information.
@code{.cpp}
Color3ub a = 0x33b27f_rgb; // {0x33, 0xb2, 0x7f}
Color4 b = 0x33b27fcc_rgbaf; // {0.2f, 0.7f, 0.5f, 0.8f}
Color4 c = 0x33b27fcc_srgbaf; // {0.0331048f, 0.445201f, 0.212231f, 0.8f}
@endcode
@snippet MagnumMath.cpp matrix-vector-construct-color-literal
@section matrix-vector-component-access Accessing matrix and vector components
Column vectors of matrices and vector components can be accessed using square
brackets:
@code{.cpp}
Matrix3x2 a;
a[2] /= 2.0f; // third column (column major indexing, see explanation below)
a[0][1] = 5.3f; // first column, second element
Vector3i b;
b[1] = 1; // second element
@endcode
@snippet MagnumMath.cpp matrix-vector-access
Row vectors can be accessed too, but only for reading, and the access is slower
due to the way the matrix is stored (see @ref matrix-vector-column-major "explanation below"):
@code{.cpp}
Vector2i c = a.row(2); // third row
@endcode
@snippet MagnumMath.cpp matrix-vector-access-row
Fixed-size vector subclasses have functions for accessing named components
and subparts:
@code{.cpp}
Vector4i a;
Int x = a.x();
a.y() += 5;
Vector3i xyz = a.xyz();
xyz.xy() *= 5;
@endcode
@snippet MagnumMath.cpp matrix-vector-access-named
@ref Color3 and @ref Color4 name their components `rgba` instead of `xyzw`.
For more involved operations with components there is the @ref Math::swizzle()
function:
@code{.cpp}
Vector4i original(-1, 2, 3, 4);
Vector4i bgra = Math::swizzle<'b', 'g', 'r', 'a'>(original); // { 3, 2, -1, 4 }
Math::Vector<6, Int> w10xyz = Math::swizzle<'w', '1', '0', 'x', 'y', 'z'>(original); // { 4, 1, 0, -1, 2, 3 }
@endcode
@snippet MagnumMath.cpp matrix-vector-access-swizzle
@section matrix-vector-conversion Converting between different underlying types
@ -219,23 +164,12 @@ To further emphasise the intent of conversion (so it doesn't look like accident
or typo), you are encouraged to use @cpp auto b = Type{a} @ce instead of
@cpp Type b{a} @ce.
@code{.cpp}
Vector3 a{2.2f, 0.25f, -5.1f};
//Vector3i b = a; // error, implicit conversion not allowed
auto c = Vector3i{a}; // {2, 0, -5}
auto d = Vector3d{a}; // {2.2, 0.25, -5.1}
@endcode
@snippet MagnumMath.cpp matrix-vector-convert
For packing and unpacking there are @ref Math::pack() and @ref Math::unpack()
functions:
@code{.cpp}
Color3 a{0.8f, 1.0f, 0.3f};
auto b = Math::pack<Color3ub>(a); // {204, 255, 76}
Color3ub c{64, 127, 89};
auto d = Math::unpack<Color3>(c); // {0.251f, 0.498f, 0.349}
@endcode
@snippet MagnumMath.cpp matrix-vector-convert-pack
See @ref matrix-vector-componentwise "below" for more information about other
available component-wise operations.
@ -246,18 +180,11 @@ Vectors can be added, subtracted, negated and multiplied or divided with
scalars, as is common in mathematics, Magnum also adds the ability to divide
scalar with vector:
@code{.cpp}
Vector3 a{1.0f, 2.0f, 3.0f};
Vector3 b = a*5.0f - Vector3{3.0f, -0.5f, -7.5f}; // {5.0f, 9.5f, 7.5f}
Vector3 c = 1.0f/a; // {1.0f, 0.5f, 0.333f}
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-vector
As in GLSL, vectors can be also multiplied or divided component-wise:
@code{.cpp}
Vector3 a{1.0f, 2.0f, 3.0f};
Vector3 b = a*Vector3{-0.5f, 2.0f, -7.0f}; // {-0.5f, 4.0f, -21.0f}
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-multiply
When working with integral vectors (i.e. 24bit RGB values), it is often
desirable to multiply them with floating-point values but with integral result.
@ -265,46 +192,20 @@ In Magnum, all multiplication/division operations involving integral vectors
will have integral result, you need to convert both arguments to the same
floating-point type to have floating-point result.
@code{.cpp}
Color3ub color{80, 116, 34};
Color3ub lighter = color*1.5f; // {120, 174, 51}
Vector3i a{4, 18, -90};
Vector3 multiplier{2.2f, 0.25f, 0.1f};
Vector3i b = a*multiplier; // {8, 4, -9}
Vector3 c = Vector3(a)*multiplier; // {8.0f, 4.5f, -9.0f}
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-integer
You can also use all bitwise operations on integral vectors:
@code{.cpp}
Vector2i size{256, 256};
Vector2i mipLevel3Size = size >> 3; // {32, 32}
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-bitwise
Matrices can be added, subtracted and multiplied with matrix multiplication.
@code{.cpp}
Matrix3x2 a;
Matrix3x2 b;
Matrix3x2 c = a + (-b);
Matrix2x3 d;
Matrix2x2 e = d*b;
Matrix3x3 f = b*d;
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-matrix
You can also multiply (properly sized) vectors with matrices. These operations
are just convenience shortcuts for multiplying with single-column matrices:
@code{.cpp}
Matrix3x4 a;
Vector3 b;
Vector4 c = a*b;
Math::RectangularMatrix<4, 1, Float> d;
Matrix4x3 e = b*d;
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-multiply-matrix
@section matrix-vector-componentwise Component-wise and inter-vector operations
@ -313,62 +214,35 @@ As shown above, vectors can be added and multiplied component-wise using the
and @ref Math::Vector::product() "product()" for sum or product of components
in one vector:
@code{.cpp}
Float a = Vector3{1.5f, 0.3f, 8.0f}.sum(); // 8.8f
Int b = Vector3i{32, -5, 7}.product() // 1120
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-componentwise
Component-wise minimum and maximum of two vectors can be done using
@ref Math::min(), @ref Math::max() or @ref Math::minmax(), similarly with
@ref Vector::min() "min()", @ref Vector::max() "max()" and
@ref Vector2::minmax() "minmax()" for components in one vector.
@code{.cpp}
Vector3i a{-5, 7, 24};
Vector3i b{8, -2, 12};
Vector3i min = Math::min(a, b); // {-5, -2, 12}
Int max = a.max(); // 24
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-minmax
The vectors can be also compared component-wise, the result is returned in
@ref Math::BoolVector class:
@code{.cpp}
BoolVector<3> largerOrEqual = a >= b; // {false, true, true}
bool anySmaller = (a < b).any(); // true
bool allLarger = (a > b).all(); // false
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-compare
There are also function for component-wise rounding, sign operations, square
root, various interpolation and (de)normalization functionality:
@code{.cpp}
Vector3 a{5.5f, -0.3f, 75.0f};
Vector3 b = Math::round(a); // {5.0f, 0.0f, 75.0f}
Vector3 c = Math::abs(a); // {5.5f, -0.3f, 75.0f}
Vector3 d = Math::clamp(a, -0.2f, 55.0f); // {5.5f, -0.2f, 55.0f}
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-functions
Component-wise functions are implemented only for vectors and not for matrices
to keep the math library in sane and maintainable size. Instead, you can
reinterpret the matrix as vector and do the operation on it (and vice versa):
@code{.cpp}
Matrix3x2 mat;
Math::Vector<6, Float> vec = mat.toVector();
// ...
mat = Matrix3x2::fromVector(vec);
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-functions-componentwise
Note that all component-wise functions in @ref Math namespace work also for
scalars:
@code{.cpp}
std::pair<Int, Int> minmax = Math::minmax(24, -5); // -5, 24
Int a = Math::lerp(0, 360, 0.75f); // 270
auto b = Math::denormalize<UnsignedByte>(0.89f); // 226
@endcode
@snippet MagnumMath.cpp matrix-vector-operations-functions-scalar
@section matrix-vector-column-major Matrices are column-major and vectors are columns
@ -380,27 +254,18 @@ implications and it may differ from what is common in mathematics:
Order of template arguments in specification of @ref Math::RectangularMatrix
is also column-major:
@code{.cpp}
Math::RectangularMatrix<2, 5, Int> mat; // two columns, five rows
@endcode
@snippet MagnumMath.cpp matrix-vector-column-major-template
</li><li>
Order of components in matrix constructors is also column-major, further
emphasized by requirement that you have to pass directly column vectors:
@code{.cpp}
Math::Matrix3<Int> mat({0, 1, 2},
{3, 4, 5},
{6, 7, 8}); // first column is {0, 1, 2}
@endcode
@snippet MagnumMath.cpp matrix-vector-column-major-construct
</li><li>
Element accessing order is also column-major, thus the bracket operator is
accessing columns. Returned vector has also its own bracket operator, which
is then indexing rows.
@code{.cpp}
mat[0] *= 2; // first column
mat[2][0] = 5; // first element of third column
@endcode
@snippet MagnumMath.cpp matrix-vector-column-major-access
</li><li>
Various algorithms which commonly operate on matrix rows (such as
@ref Algorithms::gaussJordanInPlace() "Gauss-Jordan elimination") have

301
doc/snippets/MagnumMath.cpp

@ -24,6 +24,7 @@
*/
#include "Magnum/Magnum.h"
#include "Magnum/Math/Color.h"
#include "Magnum/Math/DualComplex.h"
#include "Magnum/Math/DualQuaternion.h"
#include "Magnum/Math/Algorithms/GramSchmidt.h"
@ -32,6 +33,306 @@ using namespace Magnum;
using namespace Magnum::Math::Literals;
int main() {
{
/* [matrix-vector-construct] */
Matrix2x3 a; // zero-filled
Vector3i b; // zero-filled
Matrix3 identity; // diagonal set to 1
Matrix3 zero{Math::ZeroInit}; // zero-filled
/* [matrix-vector-construct] */
static_cast<void>(a);
static_cast<void>(b);
static_cast<void>(identity);
static_cast<void>(zero);
}
{
/* [matrix-vector-construct-value] */
Vector3i vec{0, 1, 2};
Matrix3 mat{{0.0f, 1.9f, 2.2f},
{3.5f, 4.0f, 5.1f},
{6.0f, 7.3f, 8.0f}};
/* [matrix-vector-construct-value] */
static_cast<void>(vec);
static_cast<void>(mat);
}
{
/* [matrix-vector-construct-diagonal] */
Matrix3 diag{Math::IdentityInit, 2.0f}; // diagonal is 2.0f, zeros elsewhere
Vector3i fill(10); // {10, 10, 10}
auto diag2 = Matrix3::fromDiagonal({3.0f, 2.0f, 1.0f});
/* [matrix-vector-construct-diagonal] */
static_cast<void>(diag);
static_cast<void>(fill);
static_cast<void>(diag2);
}
{
/* [matrix-vector-construct-axis] */
auto x = Vector3::xAxis(); // {1.0f, 0.0f, 0.0f}
auto y = Vector2::yAxis(3.0f); // {0.0f, 3.0f}
auto z = Vector3::zScale(3.0f); // {1.0f, 1.0f, 3.0f}
/* [matrix-vector-construct-axis] */
static_cast<void>(x);
static_cast<void>(y);
static_cast<void>(z);
}
{
/* [matrix-vector-construct-from] */
Int mat[]{ 2, 4, 6,
1, 3, 5 };
Math::Matrix2x3<Int>::from(mat) *= 2; // { 4, 8, 12, 2, 6, 10 }
/* [matrix-vector-construct-from] */
}
{
/* [matrix-vector-construct-color] */
Color4 a = Color3{0.2f, 0.7f, 0.5f}; // {0.2f, 0.7f, 0.5f, 1.0f}
Color4ub b = Color3ub{0x33, 0xb2, 0x7f}; // {0x33, 0xb2, 0x7f, 0xff}
/* [matrix-vector-construct-color] */
static_cast<void>(a);
static_cast<void>(b);
}
{
/* [matrix-vector-construct-color-hue] */
auto green = Color3::green(); // {0.0f, 1.0f, 0.0f}
auto cyan = Color4::cyan(0.5f, 0.95f); // {0.5f, 1.0f, 1.0f, 0.95f}
auto fadedRed = Color3::fromHsv(219.0_degf, 0.50f, 0.57f);
/* [matrix-vector-construct-color-hue] */
static_cast<void>(green);
static_cast<void>(cyan);
static_cast<void>(fadedRed);
}
{
/* [matrix-vector-construct-color-literal] */
Color3ub a = 0x33b27f_rgb; // {0x33, 0xb2, 0x7f}
Color4 b = 0x33b27fcc_rgbaf; // {0.2f, 0.7f, 0.5f, 0.8f}
Color4 c = 0x33b27fcc_srgbaf; // {0.0331048f, 0.445201f, 0.212231f, 0.8f}
/* [matrix-vector-construct-color-literal] */
static_cast<void>(a);
static_cast<void>(b);
static_cast<void>(c);
}
{
/* [matrix-vector-access] */
Matrix3x2 a;
a[2] /= 2.0f; // third column (column major indexing, see explanation below)
a[0][1] = 5.3f; // first column, second element
Vector3i b;
b[1] = 1; // second element
/* [matrix-vector-access] */
/* [matrix-vector-access-row] */
Vector3 c = a.row(1); // second row
/* [matrix-vector-access-row] */
static_cast<void>(c);
}
{
/* [matrix-vector-access-named] */
Vector4i a;
Int x = a.x();
a.y() += 5;
Vector3i xyz = a.xyz();
xyz.xy() *= 5;
/* [matrix-vector-access-named] */
static_cast<void>(x);
}
{
/* [matrix-vector-access-swizzle] */
Vector4i orig{-1, 2, 3, 4};
Vector4i bgra = Math::swizzle<'b', 'g', 'r', 'a'>(orig); // { 3, 2, -1, 4 }
Math::Vector<6, Int> w10xyz = Math::swizzle<'w', '1', '0', 'x', 'y', 'z'>(orig);
// { 4, 1, 0, -1, 2, 3 }
/* [matrix-vector-access-swizzle] */
static_cast<void>(bgra);
static_cast<void>(w10xyz);
}
{
/* [matrix-vector-convert] */
Vector3 a{2.2f, 0.25f, -5.1f};
//Vector3i b = a; // error, implicit conversion not allowed
auto c = Vector3i{a}; // {2, 0, -5}
auto d = Vector3d{a}; // {2.2, 0.25, -5.1}
/* [matrix-vector-convert] */
static_cast<void>(c);
static_cast<void>(d);
}
{
/* [matrix-vector-convert-pack] */
Color3 a{0.8f, 1.0f, 0.3f};
auto b = Math::pack<Color3ub>(a); // {204, 255, 76}
Color3ub c{64, 127, 89};
auto d = Math::unpack<Color3>(c); // {0.251f, 0.498f, 0.349}
/* [matrix-vector-convert-pack] */
static_cast<void>(b);
static_cast<void>(d);
}
{
/* [matrix-vector-operations-vector] */
Vector3 a{1.0f, 2.0f, 3.0f};
Vector3 b = a*5.0f - Vector3{3.0f, -0.5f, -7.5f}; // {5.0f, 9.5f, 7.5f}
Vector3 c = 1.0f/a; // {1.0f, 0.5f, 0.333f}
/* [matrix-vector-operations-vector] */
static_cast<void>(b);
static_cast<void>(c);
}
{
/* [matrix-vector-operations-multiply] */
Vector3 a{1.0f, 2.0f, 3.0f};
Vector3 b = a*Vector3{-0.5f, 2.0f, -7.0f}; // {-0.5f, 4.0f, -21.0f}
/* [matrix-vector-operations-multiply] */
static_cast<void>(b);
}
{
/* [matrix-vector-operations-integer] */
Color3ub color{80, 116, 34};
Color3ub lighter = color*1.5f; // {120, 174, 51}
Vector3i a{4, 18, -90};
Vector3 multiplier{2.2f, 0.25f, 0.1f};
Vector3i b = a*multiplier; // {8, 4, -9}
Vector3 c = Vector3(a)*multiplier; // {8.0f, 4.5f, -9.0f}
/* [matrix-vector-operations-integer] */
static_cast<void>(lighter);
static_cast<void>(b);
static_cast<void>(c);
}
{
/* [matrix-vector-operations-bitwise] */
Vector2i size{256, 256};
Vector2i mipLevel3Size = size >> 3; // {32, 32}
/* [matrix-vector-operations-bitwise] */
static_cast<void>(mipLevel3Size);
}
{
/* [matrix-vector-operations-matrix] */
Matrix3x2 a;
Matrix3x2 b;
Matrix3x2 c = a + (-b);
Matrix2x3 d;
Matrix2x2 e = b*d;
Matrix3x3 f = d*b;
/* [matrix-vector-operations-matrix] */
static_cast<void>(c);
static_cast<void>(e);
static_cast<void>(f);
}
{
/* [matrix-vector-operations-multiply-matrix] */
Matrix3x4 a;
Vector3 b;
Vector4 c = a*b;
Math::RectangularMatrix<4, 1, Float> d;
Matrix4x3 e = b*d;
/* [matrix-vector-operations-multiply-matrix] */
static_cast<void>(c);
static_cast<void>(e);
}
{
/* [matrix-vector-operations-componentwise] */
Float a = Vector3{1.5f, 0.3f, 8.0f}.sum(); // 8.8f
Int b = Vector3i{32, -5, 7}.product(); // 1120
/* [matrix-vector-operations-componentwise] */
static_cast<void>(a);
static_cast<void>(b);
}
{
/* [matrix-vector-operations-minmax] */
Vector3i a{-5, 7, 24};
Vector3i b{8, -2, 12};
Vector3i min = Math::min(a, b); // {-5, -2, 12}
Int max = a.max(); // 24
/* [matrix-vector-operations-minmax] */
static_cast<void>(min);
static_cast<void>(max);
/* [matrix-vector-operations-compare] */
Math::BoolVector<3> largerOrEqual = a >= b; // {false, true, true}
bool anySmaller = (a < b).any(); // true
bool allLarger = (a > b).all(); // false
/* [matrix-vector-operations-compare] */
static_cast<void>(largerOrEqual);
static_cast<void>(anySmaller);
static_cast<void>(allLarger);
}
{
/* [matrix-vector-operations-functions] */
Vector3 a{5.5f, -0.3f, 75.0f};
Vector3 b = Math::round(a); // {5.0f, 0.0f, 75.0f}
Vector3 c = Math::abs(a); // {5.5f, -0.3f, 75.0f}
Vector3 d = Math::clamp(a, -0.2f, 55.0f); // {5.5f, -0.2f, 55.0f}
/* [matrix-vector-operations-functions] */
static_cast<void>(b);
static_cast<void>(c);
static_cast<void>(d);
}
{
/* [matrix-vector-operations-functions-componentwise] */
Matrix3x2 mat;
Math::Vector<6, Float> vec = mat.toVector();
// ...
mat = Matrix3x2::fromVector(vec);
/* [matrix-vector-operations-functions-componentwise] */
}
{
/* [matrix-vector-operations-functions-scalar] */
std::pair<Int, Int> minmax = Math::minmax(24, -5); // -5, 24
Int a = Math::lerp(0, 360, 0.75f); // 270
auto b = Math::pack<UnsignedByte>(0.89f); // 226
/* [matrix-vector-operations-functions-scalar] */
static_cast<void>(minmax);
static_cast<void>(a);
static_cast<void>(b);
}
{
/* [matrix-vector-column-major-template] */
Math::RectangularMatrix<2, 5, Int> mat; // two columns, five rows
/* [matrix-vector-column-major-template] */
static_cast<void>(mat);
}
{
/* [matrix-vector-column-major-construct] */
Math::Matrix3<Int> mat{{0, 1, 2},
{3, 4, 5},
{6, 7, 8}}; // first column is {0, 1, 2}
/* [matrix-vector-column-major-construct] */
/* [matrix-vector-column-major-access] */
mat[0] *= 2; // first column
mat[2][0] = 5; // first element of third column
/* [matrix-vector-column-major-access] */
}
{
/* [transformations-rotation2D] */
auto a = Matrix3::rotation(23.0_degf);

Loading…
Cancel
Save