Property | Type | Description | |
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w | Real |
Method | Description | |
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Add ( |
Used when a Quaternion is added to another Quaternion.
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Dot ( |
Performs a Dot Product operation on 2 Quaternions.
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Equals ( |
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Equals ( object obj ) : bool | ||
Exp ( ) : |
Calculates the Exponent of a Quaternion.
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FromAngleAxis ( Real angle, Vector3 axis ) : |
Creates a Quaternion from a supplied angle and axis.
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FromAxes ( Vector3 xAxis, Vector3 yAxis, Vector3 zAxis ) : |
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FromEulerAngles ( Real pitch, Real yaw, Real roll ) : |
Combines the euler angles in the order yaw, pitch, roll to create a rotation quaternion
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FromEulerAnglesInDegrees ( Real pitch, Real yaw, Real roll ) : |
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FromRotationMatrix ( Axiom.Math.Matrix3 matrix ) : |
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GetHashCode ( ) : int | ||
Inverse ( ) : |
Computes the inverse of a Quaternion.
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Log ( ) : |
Calculates the logarithm of a Quaternion.
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Multiply ( |
Used to multiply 2 Quaternions together. Quaternion multiplication is not communative in most cases. i.e. p*q != q*p |
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Multiply ( |
Used when a Quaternion is multiplied by a Real value.
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Multiply ( Real scalar, |
Used when a Real value is multiplied by a Quaternion.
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Multiply ( |
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Nlerp ( Real fT, |
normalised linear interpolation - faster but less accurate (non-constant rotation velocity)
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Nlerp ( Real fT, |
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Normalize ( ) : void |
Normalizes elements of this quaterion to the range [0,1].
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Parse ( string quat ) : |
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Quaternion ( Real w, Real x, Real y, Real z ) : System |
Creates a new Quaternion.
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Slerp ( Real time, |
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Slerp ( Real time, |
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Squad ( Real t, |
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Squad ( Real t, |
Performs spherical quadratic interpolation.
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Subtract ( |
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ToAngleAxis ( Real &angle, Vector3 &axis ) : void |
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ToAxes ( Vector3 &xAxis, Vector3 &yAxis, Vector3 &zAxis ) : void |
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ToEulerAngles ( ) : Vector3 | ||
ToEulerAngles ( Real &pitch, Real &yaw, Real &roll ) : void | ||
ToEulerAnglesInDegrees ( ) : Vector3 | ||
ToEulerAnglesInDegrees ( Real &pitch, Real &yaw, Real &roll ) : void | ||
ToRotationMatrix ( ) : Axiom.Math.Matrix3 |
Gets a 3x3 rotation matrix from this Quaternion.
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ToString ( ) : string |
Overrides the Object.ToString() method to provide a text representation of a Quaternion.
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operator ( ) : Quaternion |
Used to multiply 2 Quaternions together. Quaternion multiplication is not communative in most cases. i.e. p*q != q*p |
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operator ( ) : Vector3 |
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operator ( ) : bool |
public static Add ( |
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left | ||
right | ||
return |
public Equals ( |
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rhs | ||
tolerance | Real | |
return | bool |
public static FromAngleAxis ( Real angle, Vector3 axis ) : |
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angle | Real | Value of an angle in radians. |
axis | Vector3 | Arbitrary axis vector. |
return |
public static FromAxes ( Vector3 xAxis, Vector3 yAxis, Vector3 zAxis ) : |
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xAxis | Vector3 | |
yAxis | Vector3 | |
zAxis | Vector3 | |
return |
public static FromEulerAngles ( Real pitch, Real yaw, Real roll ) : |
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pitch | Real | |
yaw | Real | |
roll | Real | |
return |
public static FromEulerAnglesInDegrees ( Real pitch, Real yaw, Real roll ) : |
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pitch | Real | |
yaw | Real | |
roll | Real | |
return |
public static FromRotationMatrix ( Axiom.Math.Matrix3 matrix ) : |
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matrix | Axiom.Math.Matrix3 | |
return |
public static Multiply ( |
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left | ||
right | ||
return |
public static Multiply ( |
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left | ||
scalar | Real | |
return |
public static Multiply ( Real scalar, |
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scalar | Real | |
right | ||
return |
public static Multiply ( |
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quat | ||
vector | Vector3 | |
return | Vector3 |
public static Nlerp ( Real fT, |
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fT | Real | |
rkP | ||
rkQ | ||
return |
public static Nlerp ( Real fT, |
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fT | Real | |
rkP | ||
rkQ | ||
shortestPath | bool | |
return |
public Quaternion ( Real w, Real x, Real y, Real z ) : System | ||
w | Real | |
x | Real | |
y | Real | |
z | Real | |
return | System |
public static Slerp ( Real time, |
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time | Real | |
quatA | ||
quatB | ||
return |
public static Slerp ( Real time, |
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time | Real | |
quatA | ||
quatB | ||
useShortestPath | bool | |
return |
public static Squad ( Real t, |
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t | Real | |
p | ||
a | ||
b | ||
q | ||
return |
public static Squad ( Real t, |
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t | Real | |
p | ||
a | ||
b | ||
q | ||
useShortestPath | bool | |
return |
public static Subtract ( |
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left | ||
right | ||
return |
public ToAngleAxis ( Real &angle, Vector3 &axis ) : void | ||
angle | Real | |
axis | Vector3 | |
return | void |
public ToAxes ( Vector3 &xAxis, Vector3 &yAxis, Vector3 &zAxis ) : void | ||
xAxis | Vector3 | |
yAxis | Vector3 | |
zAxis | Vector3 | |
return | void |
public ToEulerAngles ( Real &pitch, Real &yaw, Real &roll ) : void | ||
pitch | Real | |
yaw | Real | |
roll | Real | |
return | void |
public ToEulerAnglesInDegrees ( Real &pitch, Real &yaw, Real &roll ) : void | ||
pitch | Real | |
yaw | Real | |
roll | Real | |
return | void |
public ToRotationMatrix ( ) : Axiom.Math.Matrix3 | ||
return | Axiom.Math.Matrix3 |