VisualTurnTo Method | 
| Name | Description | |
|---|---|---|
| TurnTo(Matrix) | 
            Immediate Matrix TurnTo.
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| TurnTo(Vector3) | 
            Turn to a new yaw pitch roll instantly.
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| TurnTo(Matrix, SpeedProfile) | 
            Main Matrix TurnTo method.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
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| TurnTo(Matrix, Double) | 
            Matrix TurnTo method.
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| TurnTo(Vector3, Double) | 
            Turn to a new yaw pitch roll in a fixed time.
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| TurnTo(Axis, Double, SpeedProfile) | 
            Turns to a target rotation.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
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| TurnTo(Axis, Double, Double) | 
            Turns to a target rotation.
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| TurnTo(Matrix, Double, Double) | 
            Matrix TurnTo method.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
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| TurnTo(Visual, Matrix, SpeedProfile) | 
            Main Matrix TurnTo method.
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| TurnTo(Visual, Matrix, Double) | 
            Matrix TurnTo method.
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| TurnTo(Axis, Double, SpeedProfile, RotationDirection) | 
            Turns to a target rotation.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
              | |
| TurnTo(Axis, Double, Double, Double) | 
            Turns to a target rotation.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
              | |
| TurnTo(Matrix, Double, Double, Double) | 
            Matrix TurnTo method.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
              | |
| TurnTo(Visual, Axis, Double, SpeedProfile) | 
            Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
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| TurnTo(Visual, Axis, Double, Double) | 
            Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation.
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| TurnTo(Visual, Matrix, Double, Double) | 
            Matrix TurnTo method.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
              | |
| TurnTo(Axis, Double, Double, Double, Double) | 
            Turns to a target rotation.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
              | |
| TurnTo(Visual, Axis, Double, SpeedProfile, RotationDirection) | 
            Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
              | |
| TurnTo(Visual, Axis, Double, Double, Double) | 
            Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
              | |
| TurnTo(Visual, Matrix, Double, Double, Double) | 
            Matrix TurnTo method.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
              | |
| TurnTo(Visual, Axis, Double, Double, Double, Double) | 
            Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation.
            An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
              |