Property | Type | Description | |
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W | float | ||
X | float | ||
Y | float | ||
Z | float |
Method | Description | |
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Add ( &a, &b, &result ) : void |
Adds two quaternions together.
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Concatenate ( a, b ) : |
Multiplies two quaternions together in opposite order.
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Concatenate ( &a, &b, &result ) : void |
Multiplies two quaternions together in opposite order.
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Conjugate ( quaternion ) : |
Computes the conjugate of the quaternion.
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Conjugate ( &quaternion, &result ) : void |
Computes the conjugate of the quaternion.
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CreateFromAxisAngle ( BEPUutilities.Vector3 axis, float angle ) : |
Creates a quaternion from an axis and angle.
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CreateFromAxisAngle ( BEPUutilities.Vector3 &axis, float angle, &q ) : void |
Creates a quaternion from an axis and angle.
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CreateFromRotationMatrix ( BEPUutilities.Matrix r ) : |
Creates a quaternion from a rotation matrix.
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CreateFromRotationMatrix ( |
Creates a quaternion from a rotation matrix.
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CreateFromRotationMatrix ( BEPUutilities.Matrix &r, &q ) : void |
Constructs a quaternion from a rotation matrix.
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CreateFromRotationMatrix ( |
Constructs a quaternion from a rotation matrix.
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CreateFromYawPitchRoll ( float yaw, float pitch, float roll ) : |
Constructs a quaternion from yaw, pitch, and roll.
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CreateFromYawPitchRoll ( float yaw, float pitch, float roll, &q ) : void |
Constructs a quaternion from yaw, pitch, and roll.
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Equals ( other ) : bool |
Indicates whether the current object is equal to another object of the same type.
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Equals ( object obj ) : bool |
Indicates whether this instance and a specified object are equal.
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GetAngleFromQuaternion ( &q ) : float |
Computes the angle change represented by a normalized quaternion.
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GetAxisAngleFromQuaternion ( &q, BEPUutilities.Vector3 &axis, float &angle ) : void |
Computes the axis angle representation of a normalized quaternion.
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GetHashCode ( ) : int |
Returns the hash code for this instance.
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GetLocalRotation ( &rotation, &targetBasis, &localRotation ) : void |
Transforms the rotation into the local space of the target basis such that rotation = Quaternion.Concatenate(localRotation, targetBasis)
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GetQuaternionBetweenNormalizedVectors ( BEPUutilities.Vector3 &v1, BEPUutilities.Vector3 &v2, &q ) : void |
Computes the quaternion rotation between two normalized vectors.
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GetRelativeRotation ( &start, &end, &relative ) : void |
Computes the rotation from the start orientation to the end orientation such that end = Quaternion.Concatenate(start, relative).
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Inverse ( quaternion ) : |
Computes the inverse of the quaternion.
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Inverse ( &quaternion, &result ) : void |
Computes the inverse of the quaternion.
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Length ( ) : float |
Computes the length of the quaternion.
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LengthSquared ( ) : float |
Computes the squared length of the quaternion.
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Multiply ( &a, &b, &result ) : void |
Multiplies two quaternions.
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Multiply ( &q, float scale, &result ) : void |
Scales a quaternion.
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Normalize ( quaternion ) : Quaternion |
Ensures the quaternion has unit length.
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Normalize ( ) : void |
Scales the quaternion such that it has unit length.
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Normalize ( &quaternion, &toReturn ) : void |
Ensures the quaternion has unit length.
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Quaternion ( float x, float y, float z, float w ) : System |
Constructs a new Quaternion.
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Slerp ( start, end, float interpolationAmount ) : Quaternion |
Blends two quaternions together to get an intermediate state.
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Slerp ( &start, &end, float interpolationAmount, &result ) : void |
Blends two quaternions together to get an intermediate state.
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Transform ( Vector3 v, rotation ) : Vector3 |
Transforms the vector using a quaternion.
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Transform ( Vector3 &v, &rotation, Vector3 &result ) : void |
Transforms the vector using a quaternion.
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TransformX ( float x, &rotation, Vector3 &result ) : void |
Transforms a vector using a quaternion. Specialized for x,0,0 vectors.
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TransformY ( float y, &rotation, Vector3 &result ) : void |
Transforms a vector using a quaternion. Specialized for 0,y,0 vectors.
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TransformZ ( float z, &rotation, Vector3 &result ) : void |
Transforms a vector using a quaternion. Specialized for 0,0,z vectors.
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operator ( ) : Quaternion |
Multiplies two quaternions.
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operator ( ) : bool |
Tests components for equality.
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public static Add ( &a, &b, &result ) : void | ||
a | First quaternion to add. | |
b | Second quaternion to add. | |
result | Sum of the addition. | |
return | void |
public static Concatenate ( a, b ) : |
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a | First quaternion to multiply. | |
b | Second quaternion to multiply. | |
return |
public static Concatenate ( &a, &b, &result ) : void | ||
a | First quaternion to multiply. | |
b | Second quaternion to multiply. | |
result | Product of the multiplication. | |
return | void |
public static Conjugate ( quaternion ) : |
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quaternion | Quaternion to conjugate. | |
return |
public static Conjugate ( &quaternion, &result ) : void | ||
quaternion | Quaternion to conjugate. | |
result | Conjugated quaternion. | |
return | void |
public static CreateFromAxisAngle ( BEPUutilities.Vector3 axis, float angle ) : |
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axis | BEPUutilities.Vector3 | Axis of rotation. |
angle | float | Angle to rotate around the axis. |
return |
public static CreateFromAxisAngle ( BEPUutilities.Vector3 &axis, float angle, &q ) : void | ||
axis | BEPUutilities.Vector3 | Axis of rotation. |
angle | float | Angle to rotate around the axis. |
q | Quaternion representing the axis and angle rotation. | |
return | void |
public static CreateFromRotationMatrix ( BEPUutilities.Matrix r ) : |
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r | BEPUutilities.Matrix | Rotation matrix used to create a new quaternion. |
return |
public static CreateFromRotationMatrix ( |
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r | Rotation matrix used to create a new quaternion. | |
return |
public static CreateFromRotationMatrix ( BEPUutilities.Matrix &r, &q ) : void | ||
r | BEPUutilities.Matrix | Rotation matrix to create the quaternion from. |
q | Quaternion based on the rotation matrix. | |
return | void |
public static CreateFromRotationMatrix ( |
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r | Rotation matrix to create the quaternion from. | |
q | Quaternion based on the rotation matrix. | |
return | void |
public static CreateFromYawPitchRoll ( float yaw, float pitch, float roll ) : |
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yaw | float | Yaw of the rotation. |
pitch | float | Pitch of the rotation. |
roll | float | Roll of the rotation. |
return |
public static CreateFromYawPitchRoll ( float yaw, float pitch, float roll, &q ) : void | ||
yaw | float | Yaw of the rotation. |
pitch | float | Pitch of the rotation. |
roll | float | Roll of the rotation. |
q | Quaternion representing the yaw, pitch, and roll. | |
return | void |
public Equals ( other ) : bool | ||
other | An object to compare with this object. | |
return | bool |
public Equals ( object obj ) : bool | ||
obj | object | Another object to compare to. |
return | bool |
public static GetAngleFromQuaternion ( &q ) : float | ||
q | Quaternion to be converted. | |
return | float |
public static GetAxisAngleFromQuaternion ( &q, BEPUutilities.Vector3 &axis, float &angle ) : void | ||
q | Quaternion to be converted. | |
axis | BEPUutilities.Vector3 | Axis represented by the quaternion. |
angle | float | Angle around the axis represented by the quaternion. |
return | void |
public static GetLocalRotation ( &rotation, &targetBasis, &localRotation ) : void | ||
rotation | Rotation in the original frame of reference. | |
targetBasis | Basis in the original frame of reference to transform the rotation into. | |
localRotation | Rotation in the local space of the target basis. | |
return | void |
public static GetQuaternionBetweenNormalizedVectors ( BEPUutilities.Vector3 &v1, BEPUutilities.Vector3 &v2, &q ) : void | ||
v1 | BEPUutilities.Vector3 | First unit-length vector. |
v2 | BEPUutilities.Vector3 | Second unit-length vector. |
q | Quaternion representing the rotation from v1 to v2. | |
return | void |
public static GetRelativeRotation ( &start, &end, &relative ) : void | ||
start | Starting orientation. | |
end | Ending orientation. | |
relative | Relative rotation from the start to the end orientation. | |
return | void |
public static Inverse ( quaternion ) : |
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quaternion | Quaternion to invert. | |
return |
public static Inverse ( &quaternion, &result ) : void | ||
quaternion | Quaternion to invert. | |
result | Result of the inversion. | |
return | void |
public static Multiply ( &a, &b, &result ) : void | ||
a | First quaternion to multiply. | |
b | Second quaternion to multiply. | |
result | Product of the multiplication. | |
return | void |
public static Multiply ( &q, float scale, &result ) : void | ||
q | Quaternion to multiply. | |
scale | float | Amount to multiply each component of the quaternion by. |
result | Scaled quaternion. | |
return | void |
public static Normalize ( quaternion ) : Quaternion | ||
quaternion | Quaternion to normalize. | |
return | Quaternion |
public static Normalize ( &quaternion, &toReturn ) : void | ||
quaternion | Quaternion to normalize. | |
toReturn | Normalized quaternion. | |
return | void |
public Quaternion ( float x, float y, float z, float w ) : System | ||
x | float | X component of the quaternion. |
y | float | Y component of the quaternion. |
z | float | Z component of the quaternion. |
w | float | W component of the quaternion. |
return | System |
public static Slerp ( start, end, float interpolationAmount ) : Quaternion | ||
start | Starting point of the interpolation. | |
end | Ending point of the interpolation. | |
interpolationAmount | float | Amount of the end point to use. |
return | Quaternion |
public static Slerp ( &start, &end, float interpolationAmount, &result ) : void | ||
start | Starting point of the interpolation. | |
end | Ending point of the interpolation. | |
interpolationAmount | float | Amount of the end point to use. |
result | Interpolated intermediate quaternion. | |
return | void |
public static Transform ( Vector3 v, rotation ) : Vector3 | ||
v | Vector3 | Vector to transform. |
rotation | Rotation to apply to the vector. | |
return | Vector3 |
public static Transform ( Vector3 &v, &rotation, Vector3 &result ) : void | ||
v | Vector3 | Vector to transform. |
rotation | Rotation to apply to the vector. | |
result | Vector3 | Transformed vector. |
return | void |
public static TransformX ( float x, &rotation, Vector3 &result ) : void | ||
x | float | X component of the vector to transform. |
rotation | Rotation to apply to the vector. | |
result | Vector3 | Transformed vector. |
return | void |
public static TransformY ( float y, &rotation, Vector3 &result ) : void | ||
y | float | Y component of the vector to transform. |
rotation | Rotation to apply to the vector. | |
result | Vector3 | Transformed vector. |
return | void |
public static TransformZ ( float z, &rotation, Vector3 &result ) : void | ||
z | float | Z component of the vector to transform. |
rotation | Rotation to apply to the vector. | |
result | Vector3 | Transformed vector. |
return | void |