Quaternion.html 11 KB

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  1. <!DOCTYPE html>
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  4. <meta charset="utf-8" />
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  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. <h1>[name]</h1>
  12. <div class="desc">
  13. Implementation of a [link:http://en.wikipedia.org/wiki/Quaternion quaternion].
  14. This is used for [link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotating things]
  15. without encountering the dreaded
  16. [link:http://en.wikipedia.org/wiki/Gimbal_lock gimbal lock] issue, amongst other
  17. advantages.
  18. </div>
  19. <h2>Example</h2>
  20. <code>
  21. var quaternion = new THREE.Quaternion();
  22. quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  23. var vector = new THREE.Vector3( 1, 0, 0 );
  24. vector.applyQuaternion( quaternion );
  25. </code>
  26. <h2>Constructor</h2>
  27. <h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
  28. <div>
  29. [page:Float x] - x coordinate<br />
  30. [page:Float y] - y coordinate<br />
  31. [page:Float z] - z coordinate<br />
  32. [page:Float w] - w coordinate
  33. </div>
  34. <h2>Properties</h2>
  35. <h3>[property:Float x]</h3>
  36. <div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
  37. <h3>[property:Float y]</h3>
  38. <div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
  39. <h3>[property:Float z]</h3>
  40. <div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
  41. <h3>[property:Float w]</h3>
  42. <div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
  43. <h2>Methods</h2>
  44. <h3>[method:Quaternion clone]()</h3>
  45. <div>
  46. Creates a new Quaternion with identical [page:.x x], [page:.y y],
  47. [page:.z z] and [page:.w w] properties to this one.
  48. </div>
  49. <h3>[method:Quaternion conjugate]()</h3>
  50. <div>
  51. Returns the rotational conjugate of this quaternion. The conjugate of a quaternion
  52. represents the same rotation in the opposite direction about the rotational axis.
  53. </div>
  54. <h3>[method:Quaternion copy]( [page:Quaternion q] )</h3>
  55. <div>
  56. Copies the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] properties
  57. of [page:Quaternion q] into this quaternion.
  58. </div>
  59. <h3>[method:Boolean equals]( [page:Quaternion v] )</h3>
  60. <div>
  61. [page:Quaternion v] - Quaternion that this quaternion will be compared to.<br /><br />
  62. Compares the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] properties of
  63. [page:Quaternion v] to the equivalent properties of this quaternion to determine if they
  64. represent the same rotation.
  65. </div>
  66. <h3>[method:Float dot]( [page:Quaternion v] )</h3>
  67. <div>
  68. Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of
  69. quaternions [page:Quaternion v] and this one.
  70. </div>
  71. <h3>[method:Quaternion fromArray]( [page:Array array], [page:Integer offset] )</h3>
  72. <div>
  73. [page:Array array] - array of format (x, y, z, w) used to construct the quaternion.<br />
  74. [page:Integer offset] - (optional) an offset into the array.<br /><br />
  75. Sets this quaternion's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] properties
  76. from an array.
  77. </div>
  78. <h3>[method:Quaternion inverse]()</h3>
  79. <div>
  80. Inverts this quaternion - calculate the [page:.conjugate conjugate] and then
  81. [page:.normalize normalizes] the result.
  82. </div>
  83. <h3>[method:Float length]()</h3>
  84. <div>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
  85. (straight-line length) of this quaternion, considered as a 4 dimensional vector.</div>
  86. <h3>[method:Float lengthSq]()</h3>
  87. <div>
  88. Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
  89. (straight-line length) of this quaternion, considered as a 4 dimensional
  90. vector. This can be useful if you are comparing the lengths of two quaternions,
  91. as this is a slightly more efficient calculation than [page:.length length]().
  92. </div>
  93. <h3>[method:Quaternion normalize]()</h3>
  94. <div>
  95. [link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
  96. calculated the quaternion that performs the same rotation as this one, but has [page:.length length]
  97. equal to *1*.
  98. </div>
  99. <h3>[method:Quaternion multiply]( [page:Quaternion q] )</h3>
  100. <div>Multiplies this quaternion by [page:Quaternion q].</div>
  101. <h3>[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] )</h3>
  102. <div>
  103. Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
  104. Adapted from the method outlined [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here].
  105. </div>
  106. <h3>[method:Quaternion onChange]( [page:Function onChangeCallback] )</h3>
  107. <div>Set the [page:.onChangeCallback onChangeCallback]() method.</div>
  108. <h3>[method:Quaternion onChangeCallback]( )</h3>
  109. <div>
  110. This function is called whenever and of the following occur:
  111. <ul>
  112. <li>
  113. The [page:.x x], [page:.y y], [page:.z z] or
  114. [page:.w w] properties are changed.
  115. </li>
  116. <li>
  117. The [page:.set set](), [page:.copy copy](), [page:.clone clone](),
  118. [page:.setFromAxisAngle setFromAxisAngle](), [page:.setFromRotationMatrix setFromRotationMatrix](),
  119. [page:.conjugate conjugate](), [page:.normalize normalize](),
  120. [page:.multiplyQuaternions multiplyQuaternions](), [page:.slerp slerp]() or [page:.fromArray fromArray]()
  121. functions are called.
  122. </li>
  123. <li>
  124. [page:.setFromEuler setFromEuler]() function is called with its *update* argument set to true.
  125. </li>
  126. </ul>
  127. By default it is the empty function, however you can change it if needed using [page:.onChange onChange]( [page:Function onChangeCallback] ).
  128. </div>
  129. <h3>[method:Quaternion premultiply]( [page:Quaternion q] )</h3>
  130. <div>Pre-multiplies this quaternion by [page:Quaternion q].</div>
  131. <h3>[method:Quaternion slerp]( [page:Quaternion qb], [page:float t] )</h3>
  132. <div>
  133. [page:Quaternion qb] - The other quaternion rotation<br />
  134. [page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
  135. Handles the spherical linear interpolation between quaternions. [page:float t] represents the
  136. amount of rotation between this quaternion (where [page:float t] is 0) and [page:Quaternion qb] (where
  137. [page:float t] is 1). This quaternion is set to the result. Also see the static version of the
  138. *slerp* below.
  139. <code>
  140. // rotate a mesh towards a target quaternion
  141. mesh.quaternion.slerp( endQuaternion, 0.01 );
  142. </code>
  143. </div>
  144. <h3>[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
  145. <div>Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion.</div>
  146. <h3>[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
  147. <div>
  148. Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].<br />
  149. Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here].<br />
  150. *Axis* is asumed to be normalized, *angle* is in radians.
  151. </div>
  152. <h3>[method:Quaternion setFromEuler]( [page:Euler euler] )</h3>
  153. <div>Sets this quaternion from the rotation specified by [page:Euler] angle.</div>
  154. <h3>[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] )</h3>
  155. <div>
  156. Sets this quaternion from rotation component of [page:Matrix4 m].<br />
  157. Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm here].
  158. </div>
  159. <h3>[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] )</h3>
  160. <div>
  161. Sets this quaternion to the rotation required to rotate direction vector [page:Vector3 vFrom] to
  162. direction vector [page:Vector3 vTo].<br />
  163. Adapted from the method [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors here].<br />
  164. [page:Vector3 vFrom] and [page:Vector3 vTo] are assumed to be normalized.
  165. </div>
  166. <h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
  167. <div>
  168. [page:Array array] - An optional array to store the quaternion. If not specified a new array will be created.<br/>
  169. [page:Integer offset] - optional) if specified, the result will be copied
  170. into this [page:Array].<br /><br />
  171. Returns the numerical elements of this quaternion in an array of format [x, y, z, w].
  172. </div>
  173. <h2>Static Methods</h2>
  174. <div>
  175. Static methods (as opposed to instance methods) are designed to be called directly from the class,
  176. rather than from a specific instance. So to use the static version of, call it like so:
  177. <code>
  178. THREE.Quaternion.slerp( qStart, qEnd, qTarget, t );
  179. </code>
  180. By contrast, to call the 'normal' or instanced slerp method, you would do the following:
  181. <code>
  182. //instantiate a quaternion with default values
  183. var q = new THREE.Quaternion();
  184. //call the instanced slerp method
  185. q.slerp( qb, t )
  186. </code>
  187. </div>
  188. <h3>[method:Quaternion slerp]( [page:Quaternion qStart], [page:Quaternion qEnd], [page:Quaternion qTarget], [page:Float t] )</h3>
  189. <div>
  190. [page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
  191. [page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />
  192. [page:Quaternion qTarget] - The target quaternion that gets set with the result<br />
  193. [page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
  194. Unlike the normal method, the static version of slerp sets a target quaternion to the result of the slerp operation.
  195. <code>
  196. // Code setup
  197. var startQuaternion = new THREE.Quaternion().set( 0, 0, 0, 1 ).normalize();
  198. var endQuaternion = new THREE.Quaternion().set( 1, 1, 1, 1 ).normalize();
  199. var t = 0;
  200. // Update a mesh's rotation in the loop
  201. t = ( t + 0.01 ) % 1; // constant angular momentum
  202. THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
  203. </code>
  204. </div>
  205. <h3>
  206. [method:null slerpFlat](
  207. [page:Array dst],
  208. [page:Integer dstOffset],
  209. [page:Array src0],
  210. [page:Integer srcOffset0],
  211. [page:Array src1],
  212. [page:Integer srcOffset1],
  213. [page:Float t]
  214. )
  215. </h3>
  216. <div>
  217. [page:Array dst] - The output array.<br />
  218. [page:Integer dstOffset] - An offset into the output array.<br />
  219. [page:Array src0] - The source array of the starting quaternion.<br />
  220. [page:Integer srcOffset0] - An offset into the array *src0*.<br />
  221. [page:Array src1] - The source array of the target quatnerion.<br />
  222. [page:Integer srcOffset1] - An offset into the array *src1*.<br />
  223. [page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
  224. <div>
  225. Like the static *slerp* method above, but operates directly on flat arrays of numbers.
  226. </div>
  227. <!-- Note: Do not add non-static methods to the bottom of this page. Put them above the <h2>Static Methods</h2> -->
  228. <h2>Source</h2>
  229. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  230. </body>
  231. </html>