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Diffstat (limited to 'doc/classes/Quaternion.xml')
-rw-r--r-- | doc/classes/Quaternion.xml | 308 |
1 files changed, 308 insertions, 0 deletions
diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml new file mode 100644 index 0000000000..678fb0d44d --- /dev/null +++ b/doc/classes/Quaternion.xml @@ -0,0 +1,308 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Quaternion" version="4.0"> + <brief_description> + Quaternion. + </brief_description> + <description> + A unit quaternion used for representing 3D rotations. Quaternions need to be normalized to be used for rotation. + It is similar to Basis, which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. Basis stores rotation, scale, and shearing, while Quaternion only stores rotation. + Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. + </description> + <tutorials> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> + </tutorials> + <methods> + <method name="Quaternion" qualifiers="constructor"> + <return type="Quaternion"> + </return> + <description> + Constructs a default-initialized quaternion with all components set to [code]0[/code]. + </description> + </method> + <method name="Quaternion" qualifiers="constructor"> + <return type="Quaternion"> + </return> + <argument index="0" name="from" type="Quaternion"> + </argument> + <description> + Constructs a [Quaternion] as a copy of the given [Quaternion]. + </description> + </method> + <method name="Quaternion" qualifiers="constructor"> + <return type="Quaternion"> + </return> + <argument index="0" name="arc_from" type="Vector3"> + </argument> + <argument index="1" name="arc_to" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="Quaternion" qualifiers="constructor"> + <return type="Quaternion"> + </return> + <argument index="0" name="axis" type="Vector3"> + </argument> + <argument index="1" name="angle" type="float"> + </argument> + <description> + Constructs a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector. + </description> + </method> + <method name="Quaternion" qualifiers="constructor"> + <return type="Quaternion"> + </return> + <argument index="0" name="euler" type="Vector3"> + </argument> + <description> + Constructs a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). + </description> + </method> + <method name="Quaternion" qualifiers="constructor"> + <return type="Quaternion"> + </return> + <argument index="0" name="from" type="Basis"> + </argument> + <description> + Constructs a quaternion from the given [Basis]. + </description> + </method> + <method name="Quaternion" qualifiers="constructor"> + <return type="Quaternion"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <argument index="1" name="y" type="float"> + </argument> + <argument index="2" name="z" type="float"> + </argument> + <argument index="3" name="w" type="float"> + </argument> + <description> + Constructs a quaternion defined by the given values. + </description> + </method> + <method name="cubic_slerp" qualifiers="const"> + <return type="Quaternion"> + </return> + <argument index="0" name="b" type="Quaternion"> + </argument> + <argument index="1" name="pre_a" type="Quaternion"> + </argument> + <argument index="2" name="post_b" type="Quaternion"> + </argument> + <argument index="3" name="weight" type="float"> + </argument> + <description> + Performs a cubic spherical interpolation between quaternions [code]pre_a[/code], this vector, [code]b[/code], and [code]post_b[/code], by the given amount [code]weight[/code]. + </description> + </method> + <method name="dot" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="with" type="Quaternion"> + </argument> + <description> + Returns the dot product of two quaternions. + </description> + </method> + <method name="get_euler" qualifiers="const"> + <return type="Vector3"> + </return> + <description> + Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). + </description> + </method> + <method name="inverse" qualifiers="const"> + <return type="Quaternion"> + </return> + <description> + Returns the inverse of the quaternion. + </description> + </method> + <method name="is_equal_approx" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="to" type="Quaternion"> + </argument> + <description> + Returns [code]true[/code] if this quaternion and [code]quat[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. + </description> + </method> + <method name="is_normalized" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns whether the quaternion is normalized or not. + </description> + </method> + <method name="length" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns the length of the quaternion. + </description> + </method> + <method name="length_squared" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns the length of the quaternion, squared. + </description> + </method> + <method name="normalized" qualifiers="const"> + <return type="Quaternion"> + </return> + <description> + Returns a copy of the quaternion, normalized to unit length. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Quaternion"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Quaternion"> + </return> + <argument index="0" name="right" type="Quaternion"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Quaternion"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Quaternion"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Quaternion"> + </return> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Quaternion"> + </return> + <argument index="0" name="right" type="Quaternion"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Quaternion"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Quaternion"> + </return> + <argument index="0" name="right" type="Quaternion"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Quaternion"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Quaternion"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Quaternion"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> + <method name="slerp" qualifiers="const"> + <return type="Quaternion"> + </return> + <argument index="0" name="to" type="Quaternion"> + </argument> + <argument index="1" name="weight" type="float"> + </argument> + <description> + Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code]. + [b]Note:[/b] Both quaternions must be normalized. + </description> + </method> + <method name="slerpni" qualifiers="const"> + <return type="Quaternion"> + </return> + <argument index="0" name="to" type="Quaternion"> + </argument> + <argument index="1" name="weight" type="float"> + </argument> + <description> + Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code], but without checking if the rotation path is not bigger than 90 degrees. + </description> + </method> + </methods> + <members> + <member name="w" type="float" setter="" getter="" default="1.0"> + W component of the quaternion (real part). + Quaternion components should usually not be manipulated directly. + </member> + <member name="x" type="float" setter="" getter="" default="0.0"> + X component of the quaternion (imaginary [code]i[/code] axis part). + Quaternion components should usually not be manipulated directly. + </member> + <member name="y" type="float" setter="" getter="" default="0.0"> + Y component of the quaternion (imaginary [code]j[/code] axis part). + Quaternion components should usually not be manipulated directly. + </member> + <member name="z" type="float" setter="" getter="" default="0.0"> + Z component of the quaternion (imaginary [code]k[/code] axis part). + Quaternion components should usually not be manipulated directly. + </member> + </members> + <constants> + <constant name="IDENTITY" value="Quaternion( 0, 0, 0, 1 )"> + The identity quaternion, representing no rotation. Equivalent to an identity [Basis] matrix. If a vector is transformed by an identity quaternion, it will not change. + </constant> + </constants> +</class> |