Quaternion.html 11 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>四元数([name])</h1>
  12. <p class="desc">
  13. 这个类是对[link:http://en.wikipedia.org/wiki/Quaternion quaternion](四元数)的实现。
  14. 它用于排除万向锁([link:http://en.wikipedia.org/wiki/Gimbal_lock gimbal lock])问题,以对物体进行旋转([link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotating things]),
  15. 此外它还具有其它优点。
  16. </p>
  17. <h2>示例</h2>
  18. <code>
  19. var quaternion = new THREE.Quaternion();
  20. quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  21. var vector = new THREE.Vector3( 1, 0, 0 );
  22. vector.applyQuaternion( quaternion );
  23. </code>
  24. <h2>构造函数</h2>
  25. <h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
  26. <p>
  27. [page:Float x] - x coordinate<br />
  28. [page:Float y] - y coordinate<br />
  29. [page:Float z] - z coordinate<br />
  30. [page:Float w] - w coordinate
  31. </p>
  32. <h2>属性</h2>
  33. <h3>[property:Float x]</h3>
  34. <p>改变这一属性将会导致[page:.onChangeCallback onChangeCallback]被调用。</p>
  35. <h3>[property:Float y]</h3>
  36. <p>改变这一属性将会导致[page:.onChangeCallback onChangeCallback]被调用。</p>
  37. <h3>[property:Float z]</h3>
  38. <p>改变这一属性将会导致[page:.onChangeCallback onChangeCallback]被调用。</p>
  39. <h3>[property:Float w]</h3>
  40. <p>改变这一属性将会导致[page:.onChangeCallback onChangeCallback]被调用。</p>
  41. <h2>方法</h2>
  42. <h3>[method:Float angleTo]( [param:Quaternion q] )</h3>
  43. <p>
  44. 以弧度的形式返回这一四元数与四元数[page:Quaternion q]之间的夹角。
  45. </p>
  46. <h3>[method:Quaternion clone]()</h3>
  47. <p>
  48. 以和这一四元数相同的[page:.x x]、[page:.y y]、[page:.z z]和[page:.w w]属性来创建一个新的四元数。
  49. </p>
  50. <h3>[method:Quaternion conjugate]()</h3>
  51. <p>
  52. Returns the rotational conjugate of this quaternion. The conjugate of a quaternion
  53. represents the same rotation in the opposite direction about the rotational axis.
  54. </p>
  55. <h3>[method:Quaternion copy]( [param:Quaternion q] )</h3>
  56. <p>
  57. Copies the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] properties
  58. of [page:Quaternion q] into this quaternion.
  59. </p>
  60. <h3>[method:Boolean equals]( [param:Quaternion v] )</h3>
  61. <p>
  62. [page:Quaternion v] - Quaternion that this quaternion will be compared to.<br /><br />
  63. Compares the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] properties of
  64. [page:Quaternion v] to the equivalent properties of this quaternion to determine if they
  65. represent the same rotation.
  66. </p>
  67. <h3>[method:Float dot]( [param:Quaternion v] )</h3>
  68. <p>
  69. Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of
  70. quaternions [page:Quaternion v] and this one.
  71. </p>
  72. <h3>[method:Quaternion fromArray]( [param:Array array], [param:Integer offset] )</h3>
  73. <p>
  74. [page:Array array] - array of format (x, y, z, w) used to construct the quaternion.<br />
  75. [page:Integer offset] - (optional) an offset into the array.<br /><br />
  76. Sets this quaternion's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] properties
  77. from an array.
  78. </p>
  79. <h3>[method:Quaternion inverse]()</h3>
  80. <p>
  81. Inverts this quaternion - calculate the [page:.conjugate conjugate] and then
  82. [page:.normalize normalizes] the result.
  83. </p>
  84. <h3>[method:Float length]()</h3>
  85. <p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
  86. (straight-line length) of this quaternion, considered as a 4 dimensional vector.</p>
  87. <h3>[method:Float lengthSq]()</h3>
  88. <p>
  89. Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
  90. (straight-line length) of this quaternion, considered as a 4 dimensional
  91. vector. This can be useful if you are comparing the lengths of two quaternions,
  92. as this is a slightly more efficient calculation than [page:.length length]().
  93. </p>
  94. <h3>[method:Quaternion normalize]()</h3>
  95. <p>
  96. [link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
  97. calculated the quaternion that performs the same rotation as this one, but has [page:.length length]
  98. equal to *1*.
  99. </p>
  100. <h3>[method:Quaternion multiply]( [param:Quaternion q] )</h3>
  101. <p>Multiplies this quaternion by [page:Quaternion q].</p>
  102. <h3>[method:Quaternion multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )</h3>
  103. <p>
  104. Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
  105. Adapted from the method outlined [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here].
  106. </p>
  107. <h3>[method:Quaternion onChange]( [param:Function onChangeCallback] )</h3>
  108. <p>Sets the [page:.onChangeCallback onChangeCallback]() method.</p>
  109. <h3>[method:Quaternion onChangeCallback]( )</h3>
  110. <p>
  111. This function is called whenever any of the following occurs:
  112. <ul>
  113. <li>
  114. The [page:.x x], [page:.y y], [page:.z z] or
  115. [page:.w w] properties are changed.
  116. </li>
  117. <li>
  118. The [page:.set set](), [page:.copy copy](), [page:.clone clone](),
  119. [page:.setFromAxisAngle setFromAxisAngle](), [page:.setFromRotationMatrix setFromRotationMatrix](),
  120. [page:.conjugate conjugate](), [page:.normalize normalize](),
  121. [page:.multiplyQuaternions multiplyQuaternions](), [page:.slerp slerp]() or [page:.fromArray fromArray]()
  122. functions are called.
  123. </li>
  124. <li>
  125. [page:.setFromEuler setFromEuler]() function is called with its *update* argument set to true.
  126. </li>
  127. </ul>
  128. By default it is the empty function, however you can change it if needed using [page:.onChange onChange]( [page:Function onChangeCallback] ).
  129. </p>
  130. <h3>[method:Quaternion premultiply]( [param:Quaternion q] )</h3>
  131. <p>Pre-multiplies this quaternion by [page:Quaternion q].</p>
  132. <h3>[method:Quaternion rotateTowards]( [param:Quaternion q], [param:Float step] )</h3>
  133. <p>
  134. [page:Quaternion q] - The target quaternion.<br />
  135. [page:float step] - The angular step in radians.<br /><br />
  136. Rotates this quaternion by a given angular step to the defined quaternion *q*.
  137. The method ensures that the final quaternion will not overshoot *q*.
  138. </p>
  139. <h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:float t] )</h3>
  140. <p>
  141. [page:Quaternion qb] - The other quaternion rotation<br />
  142. [page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
  143. Handles the spherical linear interpolation between quaternions. [page:float t] represents the
  144. amount of rotation between this quaternion (where [page:float t] is 0) and [page:Quaternion qb] (where
  145. [page:float t] is 1). This quaternion is set to the result. Also see the static version of the
  146. *slerp* below.
  147. <code>
  148. // rotate a mesh towards a target quaternion
  149. mesh.quaternion.slerp( endQuaternion, 0.01 );
  150. </code>
  151. </p>
  152. <h3>[method:Quaternion set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
  153. <p>Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion.</p>
  154. <h3>[method:Quaternion setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
  155. <p>
  156. Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].<br />
  157. Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here].<br />
  158. *Axis* is assumed to be normalized, *angle* is in radians.
  159. </p>
  160. <h3>[method:Quaternion setFromEuler]( [param:Euler euler] )</h3>
  161. <p>Sets this quaternion from the rotation specified by [page:Euler] angle.</p>
  162. <h3>[method:Quaternion setFromRotationMatrix]( [param:Matrix4 m] )</h3>
  163. <p>
  164. Sets this quaternion from rotation component of [page:Matrix4 m].<br />
  165. Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm here].
  166. </p>
  167. <h3>[method:Quaternion setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )</h3>
  168. <p>
  169. Sets this quaternion to the rotation required to rotate direction vector [page:Vector3 vFrom] to
  170. direction vector [page:Vector3 vTo].<br />
  171. Adapted from the method [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors here].<br />
  172. [page:Vector3 vFrom] and [page:Vector3 vTo] are assumed to be normalized.
  173. </p>
  174. <h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
  175. <p>
  176. [page:Array array] - An optional array to store the quaternion. If not specified, a new array will be created.<br/>
  177. [page:Integer offset] - (optional) if specified, the result will be copied
  178. into this [page:Array].<br /><br />
  179. Returns the numerical elements of this quaternion in an array of format [x, y, z, w].
  180. </p>
  181. <h2>Static Methods</h2>
  182. <p>
  183. Static methods (as opposed to instance methods) are designed to be called directly from the class,
  184. rather than from a specific instance. So to use the static version of, call it like so:
  185. <code>
  186. THREE.Quaternion.slerp( qStart, qEnd, qTarget, t );
  187. </code>
  188. By contrast, to call the 'normal' or instanced slerp method, you would do the following:
  189. <code>
  190. //instantiate a quaternion with default values
  191. var q = new THREE.Quaternion();
  192. //call the instanced slerp method
  193. q.slerp( qb, t )
  194. </code>
  195. </p>
  196. <h3>[method:Quaternion slerp]( [param:Quaternion qStart], [param:Quaternion qEnd], [param:Quaternion qTarget], [param:Float t] )</h3>
  197. <p>
  198. [page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
  199. [page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />
  200. [page:Quaternion qTarget] - The target quaternion that gets set with the result<br />
  201. [page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
  202. Unlike the normal method, the static version of slerp sets a target quaternion to the result of the slerp operation.
  203. <code>
  204. // Code setup
  205. var startQuaternion = new THREE.Quaternion().set( 0, 0, 0, 1 ).normalize();
  206. var endQuaternion = new THREE.Quaternion().set( 1, 1, 1, 1 ).normalize();
  207. var t = 0;
  208. // Update a mesh's rotation in the loop
  209. t = ( t + 0.01 ) % 1; // constant angular momentum
  210. THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
  211. </code>
  212. </p>
  213. <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>
  214. <p>
  215. [page:Array dst] - The output array.<br />
  216. [page:Integer dstOffset] - An offset into the output array.<br />
  217. [page:Array src0] - The source array of the starting quaternion.<br />
  218. [page:Integer srcOffset0] - An offset into the array *src0*.<br />
  219. [page:Array src1] - The source array of the target quatnerion.<br />
  220. [page:Integer srcOffset1] - An offset into the array *src1*.<br />
  221. [page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
  222. </p>
  223. <p>
  224. Like the static *slerp* method above, but operates directly on flat arrays of numbers.
  225. </p>
  226. <!-- Note: Do not add non-static methods to the bottom of this page. Put them above the <h2>Static Methods</h2> -->
  227. <h2>Source</h2>
  228. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  229. </body>
  230. </html>