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SQuaternion

Index

Functions Index

Function
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 SVector operator (SQuaternion a, SVector b)
static SQuaternion operator (SQuaternion a, SQuaternion b)

static SQuaternion FromToRotation (SVector a, SVector b)

Properties Index

Property
float X get set
float Y get set
float Z get set
float W get set
SVector EulerAngles get
SQuaternion Inverse get
Static Properties
static SQuaternion Identity get

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

ParameterTypeDescription
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

ParameterTypeDescription
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

ParameterTypeDescription
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

ParameterTypeDescription
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

ParameterTypeDescription
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

ParameterTypeDescription
otherSQuaternionThe 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

ParameterTypeDescription
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.

ParameterTypeDescription
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

ParameterTypeDescription
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)

ParameterTypeDescription
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.

ParameterTypeDescription
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.

ParameterTypeDescription
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