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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Quat" category="Built-In Types" version="3.0-alpha">
<brief_description>
Quaternion.
</brief_description>
<description>
A 4-dimensional vector representing a rotation.
The vector represents a 4 dimensional complex number where multiplication of the basis elements is not commutative (multiplying i with j gives a different result than multiplying j with i).
Multiplying quaternions reproduces rotation sequences. However quaternions need to be often renormalized, or else they suffer from precision issues.
It can be used to perform SLERP (spherical-linear interpolation) between two rotations.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="Quat">
<return type="Quat">
</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>
Returns a quaternion defined by these values.
</description>
</method>
<method name="Quat">
<return type="Quat">
</return>
<argument index="0" name="axis" type="Vector3">
</argument>
<argument index="1" name="angle" type="float">
</argument>
<description>
Returns a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector.
</description>
</method>
<method name="Quat">
<return type="Quat">
</return>
<argument index="0" name="from" type="Basis">
</argument>
<description>
Returns the rotation matrix corresponding to the given quaternion.
</description>
</method>
<method name="cubic_slerp">
<return type="Quat">
</return>
<argument index="0" name="b" type="Quat">
</argument>
<argument index="1" name="pre_a" type="Quat">
</argument>
<argument index="2" name="post_b" type="Quat">
</argument>
<argument index="3" name="t" type="float">
</argument>
<description>
Performs a cubic spherical-linear interpolation with another quaternion.
</description>
</method>
<method name="dot">
<return type="float">
</return>
<argument index="0" name="b" type="Quat">
</argument>
<description>
Returns the dot product of two quaternions.
</description>
</method>
<method name="inverse">
<return type="Quat">
</return>
<description>
Returns the inverse of the quaternion.
</description>
</method>
<method name="is_normalized">
<return type="bool">
</return>
<description>
Returns whether the quaternion is normalized or not.
</description>
</method>
<method name="length">
<return type="float">
</return>
<description>
Returns the length of the quaternion.
</description>
</method>
<method name="length_squared">
<return type="float">
</return>
<description>
Returns the length of the quaternion, squared.
</description>
</method>
<method name="normalized">
<return type="Quat">
</return>
<description>
Returns a copy of the quaternion, normalized to unit length.
</description>
</method>
<method name="slerp">
<return type="Quat">
</return>
<argument index="0" name="b" type="Quat">
</argument>
<argument index="1" name="t" type="float">
</argument>
<description>
Performs a spherical-linear interpolation with another quaternion.
</description>
</method>
<method name="slerpni">
<return type="Quat">
</return>
<argument index="0" name="b" type="Quat">
</argument>
<argument index="1" name="t" type="float">
</argument>
<description>
Performs a spherical-linear interpolation with another quaterion without checking if the rotation path is not bigger than 90°.
</description>
</method>
<method name="xform">
<return type="Vector3">
</return>
<argument index="0" name="v" type="Vector3">
</argument>
<description>
Transforms the vector [code]v[/code] by this quaternion.
</description>
</method>
</methods>
<members>
<member name="w" type="float" setter="" getter="">
W component of the quaternion. Default value: [code]1[/code]
</member>
<member name="x" type="float" setter="" getter="">
X component of the quaternion. Default value: [code]0[/code]
</member>
<member name="y" type="float" setter="" getter="">
Y component of the quaternion. Default value: [code]0[/code]
</member>
<member name="z" type="float" setter="" getter="">
Z component of the quaternion. Default value: [code]0[/code]
</member>
</members>
<constants>
</constants>
</class>
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