Quaternion.html 6.3 KB

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  11. <h1>[name]</h1>
  12. <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>
  13. <h2>Example</h2>
  14. <code>var quaternion = new THREE.Quaternion();
  15. quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  16. var vector = new THREE.Vector3( 1, 0, 0 );
  17. vector.applyQuaternion( quaternion );
  18. </code>
  19. <h2>Constructor</h2>
  20. <h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
  21. <div>
  22. x - x coordinate<br />
  23. y - y coordinate<br />
  24. z - z coordinate<br />
  25. w - w coordinate
  26. </div>
  27. <h2>Properties</h2>
  28. <h3>[property:Float x]</h3>
  29. <h3>[property:Float y]</h3>
  30. <h3>[property:Float z]</h3>
  31. <h3>[property:Float w]</h3>
  32. <h2>Methods</h2>
  33. <h3>[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
  34. <div>
  35. Sets values of this quaternion.
  36. </div>
  37. <h3>[method:Quaternion copy]( [page:Quaternion q] )</h3>
  38. <div>
  39. Copies values of *q* to this quaternion.
  40. </div>
  41. <h3>[method:Quaternion setFromEuler]( [page:Euler euler] )</h3>
  42. <div>
  43. Sets this quaternion from rotation specified by Euler angle.
  44. </div>
  45. <h3>[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
  46. <div>
  47. Sets this quaternion from rotation specified by axis and angle.<br />
  48. Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm].<br />
  49. *Axis* is asumed to be normalized, *angle* is in radians.
  50. </div>
  51. <h3>[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] )</h3>
  52. <div>
  53. Sets this quaternion from rotation component of *m*.<br />
  54. Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm].
  55. </div>
  56. <h3>[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] )</h3>
  57. <div>
  58. Sets this quaternion to the rotation required to rotate direction vector *vFrom* to direction vector *vTo*.<br />
  59. Adapted from [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors].<br />
  60. *vFrom* and *vTo* are assumed to be normalized.
  61. </div>
  62. <h3>[method:Quaternion inverse]()</h3>
  63. <div>
  64. Inverts this quaternion.
  65. </div>
  66. <h3>[method:Float length]()</h3>
  67. <div>
  68. Computes length of this quaternion.
  69. </div>
  70. <h3>[method:Quaternion normalize]()</h3>
  71. <div>
  72. Normalizes this quaternion.
  73. </div>
  74. <h3>[method:Quaternion multiply]( [page:Quaternion b] )</h3>
  75. <div>
  76. Multiplies this quaternion by *b*.
  77. </div>
  78. <h3>[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] )</h3>
  79. <div>
  80. Sets this quaternion to *a x b*<br />
  81. Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm].
  82. </div>
  83. <h3>[method:Quaternion multiplyVector3]( [page:Vector3 vector], [page:Vector3 dest] )</h3>
  84. <div>
  85. Rotates *vector* by this quaternion into *dest*.<br />
  86. If *dest* is not specified, result goes to *vec*.
  87. </div>
  88. <h3>[method:Quaternion clone]()</h3>
  89. <div>
  90. Clones this quaternion.
  91. </div>
  92. <h3>[method:Array toArray]( [page:Array array] )</h3>
  93. <div>
  94. array -- Array to store the quaternion.
  95. </div>
  96. <div>
  97. Returns the numerical elements of this quaternion in an array of format (x, y, z, w).
  98. </div>
  99. <h3>[method:Boolean equals]([page:Quaternion v])</h3>
  100. <div>
  101. v -- Quaternion that this quaternion will be compared to.
  102. </div>
  103. <div>
  104. Compares each component of *v* to each component of this quaternion to determine if they
  105. represent the same rotation.
  106. </div>
  107. <h3>[method:Float lengthSq]()</h3>
  108. <div>
  109. Calculates the squared length of the quaternion.
  110. </div>
  111. <h3>[method:Quaternion fromArray]([page:Array array])</h3>
  112. <div>
  113. array -- Array of format (x, y, z, w) used to construct the quaternion.
  114. </div>
  115. <div>
  116. Sets this quaternion's component values from an array.
  117. </div>
  118. <h3>[method:Quaternion conjugate]()</h3>
  119. <div>
  120. Returns the rotational conjugate of this quaternion. The conjugate of a quaternion
  121. represents the same rotation in the opposite direction about the rotational axis.
  122. </div>
  123. <h3>[method:Quaternion slerp]([page:Quaternion quaternionB], [page:float t])</h3>
  124. <div>
  125. quaternionB -- The other quaternion rotation<br />
  126. t -- Normalized 0 to 1 interpolation factor
  127. </div>
  128. <div>
  129. Handles the spherical linear interpolation between quaternions. *t* represents the amount of rotation
  130. between this quaternion (where *t* is 0) and quaternionB (where *t* is 1). This quaternion is set to
  131. the result. Also see the static version of the *slerp* below.
  132. </div>
  133. <code>
  134. // rotate a mesh towards a target quaternion
  135. mesh.quaternion.slerp( endQuaternion, 0.01 );
  136. </code>
  137. <h2>Static Methods</h2>
  138. <h3>[method:Quaternion slerp]( [page:Quaternion qStart], [page:Quaternion qEnd], [page:Quaternion qTarget], [page:Float t] )</h3>
  139. <div>
  140. qStart -- The starting quaternion (where *t* is 0)<br />
  141. qEnd -- The ending quaternion (where *t* is 1)<br />
  142. qTarget -- The target quaternion that gets set with the result<br />
  143. t -- Normalized 0 to 1 interpolation factor
  144. </div>
  145. <div>
  146. Unlike the normal method, the static version of slerp sets a target quaternion to the result of the slerp operation.
  147. </div>
  148. <code>
  149. // Code setup
  150. var startQuaternion = new THREE.Quaternion().set( 0, 0, 0, 1 ).normalize();
  151. var endQuaternion = new THREE.Quaternion().set( 1, 1, 1, 1 ).normalize();
  152. var t = 0;
  153. </code>
  154. <code>
  155. // Update a mesh's rotation in the loop
  156. t = ( t + 0.01 ) % 1; // constant angular momentum
  157. THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
  158. </code>
  159. <!-- Note: Do not add non-static methods to the bottom of this page. Put them above the <h2>Static Methods</h2> -->
  160. <h2>Source</h2>
  161. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  162. </body>
  163. </html>