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VRageMath.QuaternionD
Malware edited this page Dec 21, 2018
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Namespace: VRageMath
Assembly: VRage.Math.dll
Defines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2). Uses double precision floating point numbers for calculation and storage
Member | Description |
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X |
Specifies the x-value of the vector component of the quaternion. |
Y |
Specifies the y-value of the vector component of the quaternion. |
Z |
Specifies the z-value of the vector component of the quaternion. |
W |
Specifies the rotation component of the quaternion. |
static Identity
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Member | Description |
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ToString() |
Retireves a string representation of the current object. |
Equals(QuaternionD) |
Determines whether the specified Object is equal to the QuaternionD. |
Equals(Object) |
Returns a value that indicates whether the current instance is equal to a specified object. |
GetHashCode() |
Get the hash code of this object. |
LengthSquared() |
Calculates the length squared of a QuaternionD. |
Length() |
Calculates the length of a QuaternionD. |
Normalize() |
Divides each component of the quaternion by the length of the quaternion. |
GetAxisAngle(ref Vector3D, ref double) |
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static Normalize(QuaternionD)
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Divides each component of the quaternion by the length of the quaternion. |
static Normalize(ref QuaternionD, ref QuaternionD)
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Divides each component of the quaternion by the length of the quaternion. |
Conjugate() |
Transforms this QuaternionD into its conjugate. |
static Conjugate(QuaternionD)
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Returns the conjugate of a specified QuaternionD. |
static Conjugate(ref QuaternionD, ref QuaternionD)
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Returns the conjugate of a specified QuaternionD. |
static Inverse(QuaternionD)
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Returns the inverse of a QuaternionD. |
static Inverse(ref QuaternionD, ref QuaternionD)
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Returns the inverse of a QuaternionD. |
static CreateFromAxisAngle(Vector3D, double)
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Creates a QuaternionD from a vector and an angle to rotate about the vector. |
static CreateFromAxisAngle(ref Vector3D, double, ref QuaternionD)
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Creates a QuaternionD from a vector and an angle to rotate about the vector. |
static CreateFromYawPitchRoll(double, double, double)
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Creates a new QuaternionD from specified yaw, pitch, and roll angles. |
static CreateFromYawPitchRoll(double, double, double, ref QuaternionD)
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Creates a new QuaternionD from specified yaw, pitch, and roll angles. |
static CreateFromForwardUp(Vector3D, Vector3D)
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Works for normalized vectors only |
static CreateFromRotationMatrix(MatrixD)
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Creates a QuaternionD from a rotation MatrixD. |
static CreateFromRotationMatrix(ref MatrixD, ref QuaternionD)
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Creates a QuaternionD from a rotation MatrixD. |
static Dot(QuaternionD, QuaternionD)
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Calculates the dot product of two Quaternions. |
static Dot(ref QuaternionD, ref QuaternionD, ref double)
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Calculates the dot product of two Quaternions. |
static Slerp(QuaternionD, QuaternionD, double)
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Interpolates between two quaternions, using spherical linear interpolation. |
static Slerp(ref QuaternionD, ref QuaternionD, double, ref QuaternionD)
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Interpolates between two quaternions, using spherical linear interpolation. |
static Lerp(QuaternionD, QuaternionD, double)
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Linearly interpolates between two quaternions. |
static Lerp(ref QuaternionD, ref QuaternionD, double, ref QuaternionD)
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Linearly interpolates between two quaternions. |
static Concatenate(QuaternionD, QuaternionD)
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Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. |
static Concatenate(ref QuaternionD, ref QuaternionD, ref QuaternionD)
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Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. |
static Negate(QuaternionD)
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Flips the sign of each component of the quaternion. |
static Negate(ref QuaternionD, ref QuaternionD)
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Flips the sign of each component of the quaternion. |
static Add(QuaternionD, QuaternionD)
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Adds two Quaternions. |
static Add(ref QuaternionD, ref QuaternionD, ref QuaternionD)
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Adds two Quaternions. |
static Subtract(QuaternionD, QuaternionD)
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Subtracts a quaternion from another quaternion. |
static Subtract(ref QuaternionD, ref QuaternionD, ref QuaternionD)
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Subtracts a quaternion from another quaternion. |
static Multiply(QuaternionD, QuaternionD)
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Multiplies two quaternions. |
static Multiply(ref QuaternionD, ref QuaternionD, ref QuaternionD)
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Multiplies two quaternions. |
static Multiply(QuaternionD, double)
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Multiplies a quaternion by a scalar value. |
static Multiply(ref QuaternionD, double, ref QuaternionD)
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Multiplies a quaternion by a scalar value. |
static Divide(QuaternionD, QuaternionD)
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Divides a QuaternionD by another QuaternionD. |
static Divide(ref QuaternionD, ref QuaternionD, ref QuaternionD)
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Divides a QuaternionD by another QuaternionD. |
static FromVector4(Vector4D)
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ToVector4() |
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static IsZero(QuaternionD)
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static IsZero(QuaternionD, double)
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static CreateFromTwoVectors(ref Vector3D, ref Vector3D, ref QuaternionD)
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static CreateFromTwoVectors(Vector3D, Vector3D)
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Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!