123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../" />
- <script src="list.js"></script>
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <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>
- <h2>Example</h2>
- <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 );
- vector.applyQuaternion( quaternion );
- </code>
- <h2>Constructor</h2>
- <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
- </div>
- <h2>Properties</h2>
- <h3>[property:Float x]</h3>
- <h3>[property:Float y]</h3>
- <h3>[property:Float z]</h3>
- <h3>[property:Float w]</h3>
- <h2>Methods</h2>
- <h3>[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
- <div>
- Sets values of this quaternion.
- </div>
- <h3>[method:Quaternion copy]( [page:Quaternion q] )</h3>
- <div>
- Copies values of *q* to this quaternion.
- </div>
- <h3>[method:Quaternion setFromEuler]( [page:Euler euler] )</h3>
- <div>
- Sets this quaternion from rotation specified by Euler angle.
- </div>
- <h3>[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</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>
- <h3>[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] )</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].
- </div>
- <h3>[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] )</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.
- </div>
- <h3>[method:Quaternion inverse]()</h3>
- <div>
- Inverts this quaternion.
- </div>
- <h3>[method:Float length]()</h3>
- <div>
- Computes length of this quaternion.
- </div>
- <h3>[method:Quaternion normalize]()</h3>
- <div>
- Normalizes this quaternion.
- </div>
- <h3>[method:Quaternion multiply]( [page:Quaternion b] )</h3>
- <div>
- Multiplies this quaternion by *b*.
- </div>
- <h3>[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] )</h3>
- <div>
- Sets this quaternion to *a x 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] )</h3>
- <div>
- Rotates *vector* by this quaternion into *dest*.<br />
- If *dest* is not specified, result goes to *vec*.
- </div>
- <h3>[method:Quaternion clone]()</h3>
- <div>
- Clones this quaternion.
- </div>
- <h3>[method:Array toArray]( [page:Array array] )</h3>
- <div>
- array -- Array to store the quaternion.
- </div>
- <div>
- Returns the numerical elements of this quaternion in an array of format (x, y, z, w).
- </div>
- <h3>[method:Boolean equals]([page:Quaternion v])</h3>
- <div>
- v -- Quaternion that this quaternion will be compared to.
- </div>
- <div>
- Compares each component of *v* to each component of this quaternion to determine if they
- represent the same rotation.
- </div>
- <h3>[method:Float lengthSq]()</h3>
- <div>
- Calculates the squared length of the quaternion.
- </div>
- <h3>[method:Quaternion fromArray]([page:Array array])</h3>
- <div>
- array -- Array of format (x, y, z, w) used to construct the quaternion.
- </div>
- <div>
- Sets this quaternion's component values from an array.
- </div>
- <h3>[method:Quaternion conjugate]()</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])</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>
-
-
- <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
- </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>
-
- <!-- Note: Do not add non-static methods to the bottom of this page. Put them above the <h2>Static Methods</h2> -->
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
- </html>
|