public interface IQuaternion
Quaternion
.Modifier and Type | Method and Description |
---|---|
void |
get(float[] values)
Populates the supplied array with the contents of this quaternion.
|
float |
getRotationZ()
Returns the amount of rotation about the z axis (for the purpose of flattening the
rotation).
|
boolean |
hasNaN()
Checks whether any of the components of this quaternion are not-numbers.
|
Quaternion |
integrate(IVector3 velocity,
float t)
Integrates the provided angular velocity over the specified timestep.
|
Quaternion |
integrate(IVector3 velocity,
float t,
Quaternion result)
Integrates the provided angular velocity over the specified timestep, storing the result in
the object provided.
|
Quaternion |
invert()
Inverts this quaternion.
|
Quaternion |
invert(Quaternion result)
Inverts this quaternion, storing the result in the object provided.
|
Quaternion |
mult(IQuaternion other)
Multiplies this quaternion by another.
|
Quaternion |
mult(IQuaternion other,
Quaternion result)
Multiplies this quaternion by another and stores the result in the provided object.
|
Quaternion |
normalize()
Normalizes this quaternion.
|
Quaternion |
normalize(Quaternion result)
Normalizes this quaternion, storing the result in the object provided.
|
Quaternion |
slerp(IQuaternion other,
float t)
Interpolates between this and the specified other quaternion.
|
Quaternion |
slerp(IQuaternion other,
float t,
Quaternion result)
Interpolates between this and the specified other quaternion, placing the result in the
object provided.
|
Vector3 |
toAngles()
Computes and returns the angles to pass to
Quaternion.fromAngles(pythagoras.f.Vector3) to reproduce this
rotation. |
Vector3 |
toAngles(Vector3 result)
Computes the angles to pass to
Quaternion.fromAngles(pythagoras.f.Vector3) to reproduce this rotation,
placing them in the provided vector. |
Vector3 |
transform(IVector3 vector)
Transforms a vector by this quaternion.
|
Vector3 |
transform(IVector3 vector,
Vector3 result)
Transforms a vector by this quaternion and places the result in the provided object.
|
Vector3 |
transformAndAdd(IVector3 vector,
IVector3 add,
Vector3 result)
Transforms a vector by this quaternion and adds another vector to it, placing the result
in the object provided.
|
Vector3 |
transformScaleAndAdd(IVector3 vector,
float scale,
IVector3 add,
Vector3 result)
Transforms a vector by this quaternion, applies a uniform scale, and adds another vector to
it, placing the result in the object provided.
|
Vector3 |
transformUnitX(Vector3 result)
Transforms the unit x vector by this quaternion, placing the result in the provided object.
|
Vector3 |
transformUnitY(Vector3 result)
Transforms the unit y vector by this quaternion, placing the result in the provided object.
|
Vector3 |
transformUnitZ(Vector3 result)
Transforms the unit z vector by this quaternion, placing the result in the provided object.
|
float |
transformZ(IVector3 vector)
Transforms a vector by this quaternion and returns the z coordinate of the result.
|
float |
w()
Returns the w-component of this quaternion.
|
float |
x()
Returns the x-component of this quaternion.
|
float |
y()
Returns the y-component of this quaternion.
|
float |
z()
Returns the z-component of this quaternion.
|
float x()
float y()
float z()
float w()
void get(float[] values)
boolean hasNaN()
Vector3 toAngles(Vector3 result)
Quaternion.fromAngles(pythagoras.f.Vector3)
to reproduce this rotation,
placing them in the provided vector. This uses the factorization method described in David
Eberly's Euler Angle
Formulas.Vector3 toAngles()
Quaternion.fromAngles(pythagoras.f.Vector3)
to reproduce this
rotation.Quaternion normalize()
Quaternion normalize(Quaternion result)
Quaternion invert()
Quaternion invert(Quaternion result)
Quaternion mult(IQuaternion other)
Quaternion mult(IQuaternion other, Quaternion result)
Quaternion slerp(IQuaternion other, float t)
Quaternion slerp(IQuaternion other, float t, Quaternion result)
Vector3 transform(IVector3 vector)
Vector3 transform(IVector3 vector, Vector3 result)
Vector3 transformUnitX(Vector3 result)
Vector3 transformUnitY(Vector3 result)
Vector3 transformUnitZ(Vector3 result)
Vector3 transformAndAdd(IVector3 vector, IVector3 add, Vector3 result)
Vector3 transformScaleAndAdd(IVector3 vector, float scale, IVector3 add, Vector3 result)
float transformZ(IVector3 vector)
float getRotationZ()
Quaternion integrate(IVector3 velocity, float t)
Quaternion integrate(IVector3 velocity, float t, Quaternion result)
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