Creates a new Quaternion from the given floats
defines the first component (0 by default)
defines the second component (0 by default)
defines the third component (0 by default)
defines the fourth component (1.0 by default)
defines the fourth component (1.0 by default)
defines the first component (0 by default)
defines the second component (0 by default)
defines the third component (0 by default)
Adds two quaternions
defines the second operand
a new quaternion as the addition result of the given one and the current quaternion
Add a quaternion to the current one
defines the quaternion to add
the current quaternion
Copy the quaternion to an array
a new array populated with 4 elements from the quaternion coordinates
Clone the current quaternion
a new quaternion copied from the current one
Conjugates in place (1-q) the current quaternion
a new quaternion
Conjugates in place (1-q) the current quaternion
the current updated quaternion
Conjugates (1-q) the current quaternion and stores the result in the given quaternion
defines the target quaternion
the current quaternion
Updates the Quaternion from the value.
The value to read from.
Copy a quaternion to the current one
defines the other quaternion
the updated current quaternion
Updates the current quaternion with the given float coordinates
defines the x coordinate
defines the y coordinate
defines the z coordinate
defines the w coordinate
the updated current quaternion
Check if two quaternions are equals
defines the second operand
true if the current quaternion and the given one coordinates are strictly equals
Updates the current quaternion from the given rotation matrix values
defines the source matrix
the current updated quaternion
Gets the class name of the quaternion
the string "Quaternion"
Gets a hash code for this quaternion
the quaternion hash code
Gets length of current quaternion
the quaternion length (float)
Multiplies two quaternions
defines the second operand
a new quaternion set as the multiplication result of the current one with the given one "q1"
Updates the current quaternion with the multiplication of itself with the given one "q1"
defines the second operand
the currentupdated quaternion
Sets the given "result" as the the multiplication result of the current one with the given one "q1"
defines the second operand
defines the target quaternion
the current quaternion
Normalize in place the current quaternion
the current updated quaternion
Multiplies the current quaternion by a scale factor
defines the scale factor
a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
Scale the current quaternion values by a factor and add the result to a given quaternion
defines the scale factor
defines the Quaternion object where to store the result
the unmodified current quaternion
Multiplies in place the current quaternion by a scale factor
defines the scale factor
the current modified quaternion
Scale the current quaternion values by a factor and stores the result to a given quaternion
defines the scale factor
defines the Quaternion object where to store the result
the unmodified current quaternion
Updates the current quaternion from the given float coordinates
defines the x coordinate
defines the y coordinate
defines the z coordinate
defines the w coordinate
the updated current quaternion
Subtract two quaternions
defines the second operand
a new quaternion as the subtraction result of the given one from the current one
Returns a new Vector3 set with the Euler angles translated from the current quaternion
is a reserved parameter and is ignore for now
a new Vector3 containing the Euler angles
Sets the given vector3 "result" with the Euler angles translated from the current quaternion
defines the vector which will be filled with the Euler angles
is a reserved parameter and is ignore for now
the current unchanged quaternion
Returns a JSON representation of this quaternion. This is necessary due to the way Actors detect changes on components like the actor's transform. They do this by adding properties for observation, and we don't want these properties serialized.
Updates the given rotation matrix with the current quaternion values
defines the target matrix
the current unchanged quaternion
Gets a string representation for the current quaternion
a string with the Quaternion coordinates
Checks if the two quaternions are close to each other
defines the first quaternion to check
defines the second quaternion to check
true if the two quaternions are close to each other
Returns the dot product (float) between the quaternions "left" and "right"
defines the left operand
defines the right operand
the dot product
Creates a new quaternion from data stored into an array
defines the data source
defines the offset in the source array where the data starts
a new quaternion
Create a quaternion from Euler rotation angles
Pitch
Yaw
Roll
the new Quaternion
Updates a quaternion from Euler rotation angles
Pitch
Yaw
Roll
the quaternion to store the result
the updated quaternion
Create a quaternion from Euler rotation vector
the Euler vector (x Pitch, y Yaw, z Roll)
the new Quaternion
Updates a quaternion from Euler rotation vector
the Euler vector (x Pitch, y Yaw, z Roll)
the quaternion to store the result
the updated quaternion
Creates a new quaternion from a rotation matrix
defines the source matrix
a new quaternion created from the given rotation matrix values
Updates the given quaternion with the given rotation matrix values
defines the source matrix
defines the target quaternion
Interpolate between two quaternions using Hermite interpolation
defines first quaternion
defines the incoming tangent
defines second quaternion
defines the outgoing tangent
defines the target quaternion
the new interpolated quaternion
Creates an identity quaternion
the identity quaternion
Inverse a given quaternion
defines the source quaternion
a new quaternion as the inverted current quaternion
Inverse a given quaternion
defines the source quaternion
the quaternion the result will be stored in
the result quaternion
Gets a boolean indicating if the given quaternion is identity
defines the quaternion to check
true if the quaternion is identity
Calculates a rotation to face the to
point from the from
point.
The location of the viewpoint.
The location to face toward.
(Optional) Offset yaw, pitch, roll to add.
Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
defines the rotation around first axis
defines the rotation around second axis
defines the rotation around third axis
the new quaternion
Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
defines the rotation around first axis
defines the rotation around second axis
defines the rotation around third axis
defines the target quaternion
Creates a quaternion from a rotation around an axis
defines the axis to use
defines the angle to use
a new quaternion created from the given axis (Vector3) and angle in radians (float)
Creates a rotation around an axis and stores it into the given quaternion
defines the axis to use
defines the angle to use
defines the target quaternion
the target quaternion
Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
defines the first axis
defines the second axis
defines the third axis
the new quaternion
Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
defines the first axis
defines the second axis
defines the third axis
defines the target quaternion
Creates a new quaternion from the given Euler float angles (y, x, z)
defines the rotation around Y axis
defines the rotation around X axis
defines the rotation around Z axis
the new quaternion
Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
defines the rotation around Y axis
defines the rotation around X axis
defines the rotation around Z axis
defines the target quaternion
Interpolates between two quaternions
defines first quaternion
defines second quaternion
defines the gradient to use
the new interpolated quaternion
Interpolates between two quaternions and stores it into a target quaternion
defines first quaternion
defines second quaternion
defines the gradient to use
defines the target quaternion
Creates an empty quaternion
a new quaternion set to (0.0, 0.0, 0.0)
Class used to store quaternion data
https://en.wikipedia.org/wiki/Quaternion