Description Usage Arguments Details See Also Examples

`to_x`

, `to_y`

, `to_r`

, `to_t`

convert
between polar coordinates (in degrees) and Cartesian coordinates.
`to_degrees`

and `to_radians`

converts between degrees and radians.
`AA_to_R`

and `R_to_AA`

convert back and forth between (post-multiplied) rotation matrix
and axis-angle representations of 3D rotations.
`R_x`

, `R_y`

, and `R_z`

build (post-multiplied) rotation matrices for simple rotations around
the x, y, and z axes.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 |

`angle` |
Angle in degrees (counter-clockwise) |

`axis_x` |
First coordinate of the axis unit vector. |

`axis_y` |
Second coordinate of the axis unit vector. |

`axis_z` |
Third coordinate of the axis unit vector (usually inferred). |

`...` |
Ignored |

`R` |
3D rotation matrix (post-multiplied) |

`t` |
Angle in degrees (counter-clockwise) |

`r` |
Radial distance |

`x` |
Cartesian x coordinate |

`y` |
Cartesian y coordinate |

`pp_cfg`

uses polar coordinates to determine where the "primary" and "directional"
symbols are located on a game piece.
They are also useful for drawing certain shapes and for making game diagrams on hex boards.

`piecepackr`

and `grid`

functions use angles in degrees
but the `base`

trigonometry functions usually use radians.

`piecepackr`

's 3D graphics functions `save_piece_obj`

, `piece`

, and `piece3d`

use the axis-angle representation for 3D rotations.
The axis-angle representation involves specifying a unit vector
indicating the direction of an axis of rotation and an angle describing the (counter-clockwise)
rotation around that axis. Because it is a unit vector one only needs to specify the first two elements,
`axis_x`

and `axis_y`

, and we are able to infer the 3rd element `axis_z`

. The default of
`axis = 0`

, `axis_y = 0`

, and implied `axis_z = 1`

corresponds to a rotation around the z-axis which is reverse-compatible
with the originally 2D `angle`

interpretation in `grid.piece`

. In order to figure out the appropriate
axis-angle representation parameters `R_to_AA`

, `R_x`

, `R_y`

, and `R_z`

allow one
to first come up with an appropriate (post-multiplied) 3D rotation matrix by chaining simple rotations
and then convert them to the corresponding axis-angle representation.
Pieces are rotated as if their center was at the origin.

https://en.wikipedia.org/wiki/Axis-angle_representation for more details
about the Axis-angle representation of 3D rotations.
See `Trig`

for R's built-in trigonometric functions.

1 2 3 4 5 6 7 8 9 10 11 12 | ```
to_x(90, 1)
to_y(180, 0.5)
to_t(0, -1)
to_r(0.5, 0)
all.equal(pi, to_radians(to_degrees(pi)))
# default axis-angle axis is equivalent to a rotation about the z-axis
all.equal(AA_to_R(angle=60), R_z(angle=60))
# axis-angle representation of 90 rotation about the x-axis
R_to_AA(R_x(90))
# find Axis-Angle representation of first rotating about x-axis 180 degrees
# and then rotating about z-axis 45 degrees
R_to_AA(R_x(180) %*% R_z(45))
``` |

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