Quaternion class
class Quaternion
- Annotations
-
- @JS()
Constructors
- Quaternion([num x, num y, num z, num w])
Properties
Methods
-
add(
Quaternion other) → Quaternion -
addInPlace(
Quaternion other) → Quaternion -
asArray(
) → List< num> -
clone(
) → Quaternion -
conjugate(
) → Quaternion -
conjugateInPlace(
) → Quaternion -
conjugateToRef(
Quaternion ref) → Quaternion -
copyFrom(
Quaternion other) → Quaternion -
copyFromFloats(
num x, num y, num z, num w) → Quaternion -
equals(
Quaternion otherQuaternion) → bool -
equalsWithEpsilon(
Quaternion otherQuaternion, [num epsilon]) → bool -
fromRotationMatrix(
Matrix matrix) → Quaternion -
getClassName(
) → String -
getHashCode(
) → num -
length(
) → num -
multiply(
Quaternion q1) → Quaternion -
multiplyInPlace(
Quaternion q1) → Quaternion -
multiplyToRef(
Quaternion q1, Quaternion result) → Quaternion -
normalize(
) → Quaternion -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
scale(
num value) → Quaternion -
scaleAndAddToRef(
num scale, Quaternion result) → Quaternion -
scaleInPlace(
num value) → Quaternion -
scaleToRef(
num scale, Quaternion result) → Quaternion -
set(
num x, num y, num z, num w) → Quaternion -
subtract(
Quaternion other) → Quaternion -
toEulerAngles(
[String order]) → Vector3 -
toEulerAnglesToRef(
Vector3 result) → Quaternion -
toRotationMatrix(
Matrix result) → Quaternion -
toString(
) → String -
A string representation of this object.
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Static Methods
-
AreClose(
Quaternion quat0, Quaternion quat1) → bool -
Dot(
Quaternion left, Quaternion right) → num -
FromArray(
List< num> array, [num offset]) → Quaternion -
FromArrayToRef(
List< num> array, num offset, Quaternion result) → void -
FromEulerAngles(
num x, num y, num z) → Quaternion -
FromEulerAnglesToRef(
num x, num y, num z, Quaternion result) → Quaternion -
FromEulerVector(
Vector3 vec) → Quaternion -
FromEulerVectorToRef(
Vector3 vec, Quaternion result) → Quaternion -
FromRotationMatrix(
Matrix matrix) → Quaternion -
FromRotationMatrixToRef(
Matrix matrix, Quaternion result) → void -
Hermite(
Quaternion value1, Quaternion tangent1, Quaternion value2, Quaternion tangent2, num amount) → Quaternion -
Identity(
) → Quaternion -
Inverse(
Quaternion q) → Quaternion -
InverseToRef(
Quaternion q, Quaternion result) → Quaternion -
IsIdentity(
Quaternion quaternion) → bool -
RotationAlphaBetaGamma(
num alpha, num beta, num gamma) → Quaternion -
RotationAlphaBetaGammaToRef(
num alpha, num beta, num gamma, Quaternion result) → void -
RotationAxis(
Vector3 axis, num angle) → Quaternion -
RotationAxisToRef(
Vector3 axis, num angle, Quaternion result) → Quaternion -
RotationQuaternionFromAxis(
Vector3 axis1, Vector3 axis2, Vector3 axis3) → Quaternion -
RotationQuaternionFromAxisToRef(
Vector3 axis1, Vector3 axis2, Vector3 axis3, Quaternion ref) → void -
RotationYawPitchRoll(
num yaw, num pitch, num roll) → Quaternion -
RotationYawPitchRollToRef(
num yaw, num pitch, num roll, Quaternion result) → void -
Slerp(
Quaternion left, Quaternion right, num amount) → Quaternion -
SlerpToRef(
Quaternion left, Quaternion right, num amount, Quaternion result) → void -
Zero(
) → Quaternion