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Updated Quaternion doc

Lewy Blue 8 years ago
parent
commit
e386f34b5c
1 changed files with 161 additions and 112 deletions
  1. 161 112
      docs/api/math/Quaternion.html

+ 161 - 112
docs/api/math/Quaternion.html

@@ -10,12 +10,19 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">Implementation of a <a href="http://en.wikipedia.org/wiki/Quaternion">quaternion</a>. This is used for rotating things without encountering the dreaded <a href="http://en.wikipedia.org/wiki/Gimbal_lock">gimbal lock</a> issue, amongst other advantages.</div>
+		<div class="desc">
+			Implementation of a <[link:http://en.wikipedia.org/wiki/Quaternion quaternion].
+			This is used for [link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotating things]
+			without encountering the dreaded
+			[link:http://en.wikipedia.org/wiki/Gimbal_lock gimbal lock] issue, amongst other
+			advantages.
+		</div>
 
 
 		<h2>Example</h2>
 
-		<code>var quaternion = new THREE.Quaternion();
+		<code>
+		var quaternion = new THREE.Quaternion();
 		quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
 
 		var vector = new THREE.Vector3( 1, 0, 0 );
@@ -28,190 +35,232 @@
 
 		<h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
 		<div>
-		x - x coordinate<br />
-		y - y coordinate<br />
-		z - z coordinate<br />
-		w - w coordinate
+		[page:Float x] - x coordinate<br />
+		[page:Float y] - y coordinate<br />
+		[page:Float z] - z coordinate<br />
+		[page:Float w] - w coordinate
 		</div>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Float x]</h3>
+		<div>Changing this property will result in </div>
 
 		<h3>[property:Float y]</h3>
+		<div>
+
+		</div>
 
 		<h3>[property:Float z]</h3>
+		<div>
+
+		</div>
 
 		<h3>[property:Float w]</h3>
+		<div>
+
+		</div>
 
 
 		<h2>Methods</h2>
 
-		<h3>[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] ) [page:Quaternion this]</h3>
+		<h3>[method:Quaternion clone]()</h3>
 		<div>
-		Sets values of this quaternion.
+			Creates a new Quaternion with identical [page:.x x], [page:.y y],
+			[page:.z z] and [page:.w w] properties to this one.
 		</div>
 
-		<h3>[method:Quaternion copy]( [page:Quaternion q] ) [page:Quaternion this]</h3>
-		<div>
-		Copies values of *q* to this quaternion.
-		</div>
 
-		<h3>[method:Quaternion fromArray]( [page:Array array], [page:Integer offset] ) [page:Quaternion this]</h3>
-		<div>
-		array -- Array of format (x, y, z, w) used to construct the quaternion.<br />
-		offset -- An optional offset into the array.
-		</div>
+		<h3>[method:Quaternion conjugate]()</h3>
 		<div>
-		Sets this quaternion's component values from an array.
+		Returns the rotational conjugate of this quaternion. The conjugate of a quaternion
+		represents the same rotation in the opposite direction about the rotational axis.
 		</div>
 
-		<h3>[method:Quaternion setFromEuler]( [page:Euler euler] ) [page:Quaternion this]</h3>
-		<div>
-		Sets this quaternion from rotation specified by Euler angle.
-		</div>
+		<h3>[method:Quaternion copy]( [page:Quaternion q] )</h3>
+		<div>Copies the [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties
+			of [page:Quaternion q] into this quaternion.</div>
 
-		<h3>[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] ) [page:Quaternion this]</h3>
+		<h3>[method:Boolean equals]( [page:Quaternion v] )</h3>
 		<div>
-		Sets this quaternion from rotation specified by axis and angle.<br />
-		Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm].<br />
-		*Axis* is asumed to be normalized, *angle* is in radians.
-		</div>
+		[page:Quaternion v] - Quaternion that this quaternion will be compared to.<br /><br />
 
-		<h3>[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] ) [page:Quaternion this]</h3>
-		<div>
-		Sets this quaternion from rotation component of *m*.<br />
-		Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm].
+		Compares the [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties of
+		[page:Quaternion v] to the equivalent properties of this quaternion to determine if they
+		represent the same rotation.
 		</div>
 
-		<h3>[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] ) [page:Quaternion this]</h3>
+		<h3>[method:Float dot]( [page:Quaternion v] )</h3>
 		<div>
-		Sets this quaternion to the rotation required to rotate direction vector *vFrom* to direction vector *vTo*.<br />
-		Adapted from [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors].<br />
-		*vFrom* and *vTo* are assumed to be normalized.
+			Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of
+			quaternions [page:Quaternion v] and this one.
 		</div>
 
-		<h3>[method:Quaternion inverse]() [page:Quaternion this]</h3>
+		<h3>[method:Quaternion fromArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
-		Inverts this quaternion.
-		</div>
+		[page:Array array] - array of format (x, y, z, w) used to construct the quaternion.<br />
+		[page:Integer offset] - (optional) an offset into the array.<br /><br />
 
-		<h3>[method:Float length]() [page:Quaternion this]</h3>
-		<div>
-		Computes length of this quaternion.
+		Sets this quaternion's [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties
+		from an array.
 		</div>
 
-		<h3>[method:Quaternion normalize]() [page:Quaternion this]</h3>
+		<h3>[method:Quaternion inverse]()</h3>
 		<div>
-		Normalizes this quaternion.
+			Inverts this quaternion - calculated the [page:.conjugate conjugate] and then
+			[page:.normalize normalizes] the result.
 		</div>
 
-		<h3>[method:Quaternion multiply]( [page:Quaternion q] ) [page:Quaternion this]</h3>
+		<h3>[method:Float length]()</h3>
+		<div>Computes the Euclidean length of this quaternion, considered as a 4 dimensional vector.</div>
+
+		<h3>[method:Float lengthSq]()</h3>
 		<div>
-		Multiplies this quaternion by *q*.
+			Computes the Euclidean length of this quaternion, considered as a 4 dimensional
+			vector. This can be useful if you are comparing the lengths of two quaternions,
+			as this is a slightly more efficient calculation than [page:.length length]().
 		</div>
 
-		<h3>[method:Quaternion premultiply]( [page:Quaternion q] ) [page:Quaternion this]</h3>
+		<h3>[method:Quaternion normalize]()</h3>
 		<div>
-		Pre-multiplies this quaternion by *q*.
+			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
+		calculated the quaternion that performs the same rotation as this one, but has  [page:.length length]
+		equal to *1*.
 		</div>
 
-		<h3>[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] ) [page:Quaternion this]</h3>
+		<h3>[method:Quaternion multiply]( [page:Quaternion q] )</h3>
+		<div>Multiplies this quaternion by [page:Quaternion q].</div>
+
+		<h3>[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] )</h3>
 		<div>
-		Sets this quaternion to *a x b*<br />
+		Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
 		Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm].
 		</div>
 
-		<h3>[method:Quaternion multiplyVector3]( [page:Vector3 vector], [page:Vector3 dest] ) [page:Quaternion this]</h3>
-		<div>
-		Rotates *vector* by this quaternion into *dest*.<br />
-		If *dest* is not specified, result goes to *vec*.
-		</div>
+		<h3>[method:Quaternion onChange]( [page:Function onChangeCallback] )</h3>
+		<div>Set the [page:.onChangeCallback onChangeCallback]() method.</div>
 
-		<h3>[method:Float lengthSq]() [page:Quaternion this]</h3>
+		<h3>[method:Quaternion onChangeCallback]( )</h3>
 		<div>
-		Calculates the squared length of the quaternion.
+			This function is called whenever and of the following occur:
+			<ul>
+				<li>
+					The [page:.x x], [page:.y y], [page:.z z] or
+				  [page:.w w] properties are changed.
+				</li>
+				<li>
+					The [page:.set set](), [page:.copy copy](), [page:.clone clone](),
+					[page:.setFromAxisAngle setFromAxisAngle](),  [page:.setFromRotationMatrix setFromRotationMatrix](),
+					[page:.conjugate conjugate](), [page:.normalize normalize](),
+					[page:.multiplyQuaternions multiplyQuaternions](), [page:.slerp slerp]() or [page:.fromArray fromArray]()
+					functions are called.
+				</li>
+				<li>
+					[page:.setFromEuler setFromEuler]() function is called with its *update* argument set to true.
+				</li>
+			</ul>
+			By default it is the empty function, however you can change it if needed using [page:.onChange onChange]( [page:Function onChangeCallback] ).
 		</div>
 
-		<h3>[method:Quaternion conjugate]() [page:Quaternion this]</h3>
-		<div>
-		Returns the rotational conjugate of this quaternion. The conjugate of a quaternion
-		represents the same rotation in the opposite direction about the rotational axis.
-		</div>
 
-		<h3>[method:Quaternion slerp]( [page:Quaternion quaternionB], [page:float t] ) [page:Quaternion this]</h3>
-		<div>
-		quaternionB -- The other quaternion rotation<br />
-		t -- Normalized 0 to 1 interpolation factor
-		</div>
-		<div>
-		Handles the spherical linear interpolation between quaternions. *t* represents the amount of rotation
-		between this quaternion (where *t* is 0) and quaternionB (where *t* is 1). This quaternion is set to
-		the result. Also see the static version of the *slerp* below.
-		</div>
-		<code>
-		// rotate a mesh towards a target quaternion
-		mesh.quaternion.slerp( endQuaternion, 0.01 );
-		</code>
+		<h3>[method:Quaternion premultiply]( [page:Quaternion q] )</h3>
+		<div>Pre-multiplies this quaternion by [page:Quaternion q].</div>
 
-		<h3>[method:Boolean equals]( [page:Quaternion v] ) [page:Quaternion this]</h3>
+		<h3>[method:Quaternion slerp]( [page:Quaternion qb], [page:float t] )</h3>
 		<div>
-		v -- Quaternion that this quaternion will be compared to.
+			[page:Quaternion qb] - The other quaternion rotation<br />
+			[page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
+
+			Handles the spherical linear interpolation between quaternions. [page:float t] represents the
+			amount of rotation between this quaternion (where [page:float t] is 0) and [page:Quaternion qb] (where
+			[page:float t] is 1). This quaternion is set to the result. Also see the static version of the
+			*slerp* below.
+
+			<code>
+			// rotate a mesh towards a target quaternion
+			mesh.quaternion.slerp( endQuaternion, 0.01 );
+			</code>
 		</div>
+
+		<h3>[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
+		<div>Sets [page.x x], [page.y y], [page.z z], [page.w w] properties of this quaternion.</div>
+
+		<h3>[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
 		<div>
-		Compares each component of *v* to each component of this quaternion to determine if they
-		represent the same rotation.
+		Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].<br />
+		Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm].<br />
+		*Axis* is asumed to be normalized, *angle* is in radians.
 		</div>
 
-		<h3>[method:Quaternion clone]() [page:Quaternion this]</h3>
+		<h3>[method:Quaternion setFromEuler]( [page:Euler euler] )</h3>
+		<div>Sets this quaternion from the rotation specified by [page:Euler] angle.</div>
+
+		<h3>[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] )</h3>
 		<div>
-		Clones this quaternion.
+		Sets this quaternion from rotation component of [page:Matrix4 m].<br />
+		Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm].
 		</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] ) [page:Quaternion this]</h3>
+		<h3>[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] )</h3>
 		<div>
-		array -- An optional array to store the quaternion.<br/>
-		offset -- An optional offset into the output array.
+		Sets this quaternion to the rotation required to rotate direction vector [page:Vector3 vFrom] to
+		direction vector [page:Vector3 vTo].<br />
+		Adapted from [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors].<br />
+		[page:Vector3 vFrom] and [page:Vector3 vTo] are assumed to be normalized.
 		</div>
+
+		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
-		Returns the numerical elements of this quaternion in an array of format (x, y, z, w).
+		[page:Array array] - An optional array to store the quaternion. If not specified a new array will be created.<br/>
+		[page:Integer offset] - optional) if specified, the result will be copied
+		into this [page:Array].<br /><br />
+
+		Returns the numerical elements of this quaternion in an array of format [x, y, z, w].
 		</div>
 
 		<h2>Static Methods</h2>
 
 		<h3>[method:Quaternion slerp]( [page:Quaternion qStart], [page:Quaternion qEnd], [page:Quaternion qTarget], [page:Float t] )</h3>
 		<div>
-		qStart -- The starting quaternion (where *t* is 0)<br />
-		qEnd -- The ending quaternion (where *t* is 1)<br />
-		qTarget -- The target quaternion that gets set with the result<br />
-		t -- Normalized 0 to 1 interpolation factor
+			[page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
+			[page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />
+			[page:Quaternion qTarget] - The target quaternion that gets set with the result<br />
+			[page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
+
+			Unlike the normal method, the static version of slerp sets a target quaternion to the result of the slerp operation.
+			<code>
+			// Code setup
+			var startQuaternion = new THREE.Quaternion().set( 0, 0, 0, 1 ).normalize();
+			var endQuaternion = new THREE.Quaternion().set( 1, 1, 1, 1 ).normalize();
+			var t = 0;
+
+			// Update a mesh's rotation in the loop
+			t = ( t + 0.01 ) % 1; // constant angular momentum
+			THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
+			</code>
 		</div>
-		<div>
-		Unlike the normal method, the static version of slerp sets a target quaternion to the result of the slerp operation.
-		</div>
-		<code>
-		// Code setup
-		var startQuaternion = new THREE.Quaternion().set( 0, 0, 0, 1 ).normalize();
-		var endQuaternion = new THREE.Quaternion().set( 1, 1, 1, 1 ).normalize();
-		var t = 0;
-		</code>
-		<code>
-		// Update a mesh's rotation in the loop
-		t = ( t + 0.01 ) % 1; // constant angular momentum
-		THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
-		</code>
 
-		<h3>[method:null slerpFlat]( [page:Array dst], [page:Integer dstOffset], [page:Array src0], [page:Integer srcOffset0], [page:Array src1], [page:Integer srcOffset1], [page:Float t] )</h3>
+
+		<h3>
+		[method:null slerpFlat](
+			[page:Array dst],
+			[page:Integer dstOffset],
+			[page:Array src0],
+			[page:Integer srcOffset0],
+			[page:Array src1],
+			[page:Integer srcOffset1],
+			[page:Float t]
+		)
+		</h3>
 		<div>
-		dst -- The output array.<br />
-		dstOffset -- An offset into the output array.<br />
-		src0 -- The source array of the starting quaternion.<br />
-		srcOffset0 -- An offset into the array *src0*.<br />
-		src1 -- The source array of the target quatnerion.<br />
-		srcOffset1 -- An offset into the array *src1*.<br />
-		t -- Interpolation factor 0 at start, 1 at end.
-		</div>
+		[page:Array dst] - The output array.<br />
+		[page:Integer dstOffset] - An offset into the output array.<br />
+		[page:Array src0] - The source array of the starting quaternion.<br />
+		[page:Integer srcOffset0] - An offset into the array *src0*.<br />
+		[page:Array src1] - The source array of the target quatnerion.<br />
+		[page:Integer srcOffset1] - An offset into the array *src1*.<br />
+		[page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
 		<div>
 		Like the static *slerp* method above, but operates directly on flat arrays of numbers.
 		</div>