Quaternion.html 12 KB

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