SQuaternion
Index
Functions Index
string ToString ()
float Angle (SQuaternion b)
SQuaternion Lerp (SQuaternion b, float t)
SQuaternion Slerp (SQuaternion b, float t)
SQuaternion RotateTowards (SQuaternion b, float delta)
float Dot (SQuaternion b)
bool Equals (SQuaternion other)
Static Functions
static SQuaternion New (float x, float y, float z, float w)
static SQuaternion Euler (float x, float y, float z)
static SQuaternion AngleAxis (SVector axis, float angle)
static SQuaternion LookRotation (SVector forward) static SQuaternion LookRotation (SVector forward, SVector up)
static SQuaternion FromToRotation (SVector a, SVector b)
Properties Index
Functions
ToString
string ToString ()
Converts a quaternion to a human readable string
aQuaternion = Quaternion.New(0.0, 1.0, 0.0, 0.0)
theString = aQuaternion.ToString()
Angle
float Angle (SQuaternion b)
Returns the angle between two quaternions
local newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707);
local otherQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0);
angle = newQuat.Angle(otherQuat);
Space.Log(angle);
-- prints 90.0173034667969
Lerp
SQuaternion Lerp (SQuaternion b, float t)
Linearly interpolates between this and other quaternion, by factor t and returns the result
QuatA = Quaternion.New(0.0, 0.707, 0.0, 0.707)
QuatB = Quaternion.New(0.0, 1.0, 0.0, 0.0)
QuatLerpAB = QuatA.Lerp(QuatB, Space.Time * 0.1)
local cube = Space.Host.ExecutingObject
local fromQuat = cube.LocalRotation
local toQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707)
local speed = 0.1
-- The cube will rotate 90 degrees from current rotation by speed amount.
local moveCube = function()
cube.LocalRotation = fromQuat.Lerp(toQuat, Space.Time * speed);
end
cube.OnUpdate(moveCube)
Slerp
SQuaternion Slerp (SQuaternion b, float t)
Spherically interpolates between this and other quaternion, by factor t and returns the result
QuatA = Quaternion.New(0.0, 0.707, 0.0, 0.707)
QuatB = Quaternion.New(0.0, 1.0, 0.0, 0.0)
QuatLerpAB = QuatA.Slerp(QuatB, Space.Time * 0.1)
local cube = Space.Host.ExecutingObject;
local fromQuat = cube.LocalRotation;
local toQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0);
local speed = 0.1;
-- The cube will rotate 180 degrees from current rotation by speed amount.
local moveCube = function()
cube.LocalRotation = fromQuat.Slerp(toQuat, Space.Time * speed)
end
cube.OnUpdate(moveCube)
RotateTowards
SQuaternion RotateTowards (SQuaternion b, float delta)
Rotates this towards other, by no more than t degrees
QuatA = Quaternion.New(0.0, 0.707, 0.0, 0.707)
QuatB = Quaternion.New(0.0, 1.0, 0.0, 0.0)
ARotatedTowardB = QuatA.RotateTowards(QuatB, Space.Time * 0.1)
local cube = Space.Host.ExecutingObject
local fromQuat = cube.LocalRotation
local target = Quaternion.New(0.0, 0.707, 0.0, 0.707)
local speed = 10.0
-- The cube will rotate 90 degrees from current rotation by step amount.
local moveCube = function()
local step = speed * Space.Time
cube.LocalRotation = fromQuat.RotateTowards(target, step)
end
cube.OnUpdate(moveCube)
Dot
float Dot (SQuaternion b)
Returns the dot product of this and another quaternion
local quat = Quaternion.New(0.0, 0.707, 0.0, 0.707);
local quatOther = Quaternion.New(0.0, 0.0, 0.0, 1.0);
Space.Log(quat.Dot(quatOther));
-- prints 0.707000017166138
Equals
bool Equals (SQuaternion other)
Function Description
other
SQuaternion
The other Quaternion that we are comparing with.
QuatA = Quaternion.New(0.0, 0.707, 0.0, 0.707)
QuatB = Quaternion.New(0.0, 1.0, 0.0, 0.0)
isEqual = QuatA.Equals(QuatB)
New
static SQuaternion New (float x, float y, float z, float w)
Creates a new Quaternion
newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707)
Euler
static SQuaternion Euler (float x, float y, float z)
Creates a quaternion using Euler angles.
newQuat = Quaternion.Euler(0.0, 90.0, 0.0)
AngleAxis
static SQuaternion AngleAxis (SVector axis, float angle)
Creates a quaternion from an Angle/Axis pair
newVector = Vector.New(0.0, 90.0, 0.0)
newQuat = Quaternion.AngleAxis(newVector, 90.0)
LookRotation
static SQuaternion LookRotation (SVector forward) static SQuaternion LookRotation (SVector forward, SVector up)
Creates a quaternion a forward vector; presuming up is (0,1,0)
local newQuat = Quaternion.LookRotation(Vector.Forward);
-- or
local newQuat = Quaternion.LookRotation(Vector.Forward, Vector.Up);
operator*
static SVector operator* (SQuaternion a, SVector b) static SQuaternion operator* (SQuaternion a, SQuaternion b)
The result of using the * operator.
newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newVector = Vector.Forward
rotatedVector = newQuat * newVector
--or
newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707)
newVector = Vector.New(0.0, 0.0, 0.0)
rotatedVector = newQuat * newQuat
FromToRotation
static SQuaternion FromToRotation (SVector a, SVector b)
Creates a rotation which rotates from a to b.
Usually you use this to rotate a transform so that one of its axes eg. the y-axis - follows a target direction b in world space.
VectorA = Vector.New(0.0,1.0,0.0)
VectorB = Vector.New(1.0,0.0,0.0)
QuaternionFromToRotation = Quaternion.FromToRotation(VectorA, VectorB)
Properties
X
float X get
set
X axis
newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newQuat.X = 40.0
obj = Space.Host.ExecutingObject
originalRot = obj.LocalRotation
onStartMethod = function()
Space.Log(originalRot.x)
-- prints the X component of this object as a float
originalRot.x = 0.25
-- assigns 0.25 value to the X component
obj.LocalRotation = originalRot
-- sets the the new rotation
end
obj.OnStart(onStartMethod)
Y
float Y get
set
Y axis
newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newQuat.Y = 40.0
obj = Space.Host.ExecutingObject
originalRot = obj.LocalRotation
onStartMethod = function()
Space.Log(originalRot.y);
-- prints the Y component of this object as a float
originalRot.y = 0.25;
-- assigns 0.25 value to the Y component
obj.LocalRotation = originalRot;
-- sets the the new rotation
end
obj.OnStart(onStartMethod);
Z
float Z get
set
Z axis
newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newQuat.Z = 40.0
local obj = Space.Host.ExecutingObject;
local originalRot = obj.LocalRotation;
obj.SubscribeToEvents();
local onStartMethod = function()
Space.Log(originalRot.z);
-- prints the Z component of this object as a float
originalRot.z = 0.25;
-- assigns 0.25 value to the Z component
obj.LocalRotation = originalRot;
-- sets the the new rotation
end
obj.OnStart(onStartMethod);
W
float W get
set
W axis
newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newQuat.W = 40.0
local obj = Space.Host.ExecutingObject;
local originalRot = obj.LocalRotation;
obj.SubscribeToEvents();
local onStartMethod = function()
Space.Log(originalRot.w);
-- prints the W component of this object as a float
originalRot.w = 0.25;
-- assigns 0.25 value to the W component
obj.LocalRotation = originalRot;
-- sets the the new rotation
end
obj.OnStart(onStartMethod);
EulerAngles
SVector EulerAngles get
Returns the Euler rotation for this Quaternion
newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707)
euler = newQuat.EulerAngles
Inverse
SQuaternion Inverse get
Returns the inverse of this quaternion
quat = Quaternion.New(0.0, 0.707, 0.0, 0.707)
inverseQuat = quat.Inverse
Identity
static SQuaternion Identity get
Equivalent of new SQuaternion(0,0,0,1)
identity = Quaternion.Identity