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VRageMath.Quaternion
Malware edited this page Dec 21, 2018
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54 revisions
← Index
Namespace: VRageMath
Assembly: VRage.Math.dll
Defines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2).
| Member | Description |
|---|---|
X |
Specifies the x-value of the vector component of the quaternion. |
Y |
Specifies the y-value of the vector component of the quaternion. |
Z |
Specifies the z-value of the vector component of the quaternion. |
W |
Specifies the rotation component of the quaternion. |
static Identity
|
|
static Zero
|
| Member | Description |
|---|---|
Forward |
|
Right |
|
Up |
| Member | Description |
|---|---|
ToString() |
Retireves a string representation of the current object. |
ToString(string) |
|
ToStringAxisAngle(string) |
|
Equals(Quaternion) |
Determines whether the specified Object is equal to the Quaternion. |
Equals(Quaternion, float) |
|
Equals(Object) |
Returns a value that indicates whether the current instance is equal to a specified object. |
GetHashCode() |
Get the hash code of this object. |
LengthSquared() |
Calculates the length squared of a Quaternion. |
Length() |
Calculates the length of a Quaternion. |
Normalize() |
Divides each component of the quaternion by the length of the quaternion. |
GetAxisAngle(ref Vector3, ref float) |
|
static Normalize(Quaternion)
|
Divides each component of the quaternion by the length of the quaternion. |
static Normalize(ref Quaternion, ref Quaternion)
|
Divides each component of the quaternion by the length of the quaternion. |
Conjugate() |
Transforms this Quaternion into its conjugate. |
static Conjugate(Quaternion)
|
Returns the conjugate of a specified Quaternion. |
static Conjugate(ref Quaternion, ref Quaternion)
|
Returns the conjugate of a specified Quaternion. |
static Inverse(Quaternion)
|
Returns the inverse of a Quaternion. |
static Inverse(ref Quaternion, ref Quaternion)
|
Returns the inverse of a Quaternion. |
static CreateFromAxisAngle(Vector3, float)
|
Creates a Quaternion from a vector and an angle to rotate about the vector. |
static CreateFromAxisAngle(ref Vector3, float, ref Quaternion)
|
Creates a Quaternion from a vector and an angle to rotate about the vector. |
static CreateFromYawPitchRoll(float, float, float)
|
Creates a new Quaternion from specified yaw, pitch, and roll angles. |
static CreateFromYawPitchRoll(float, float, float, ref Quaternion)
|
Creates a new Quaternion from specified yaw, pitch, and roll angles. |
static CreateFromForwardUp(Vector3, Vector3)
|
Works for normalized vectors only |
static CreateFromRotationMatrix(MatrixD)
|
|
static CreateFromRotationMatrix(Matrix)
|
Creates a Quaternion from a rotation Matrix. |
static CreateFromRotationMatrix(ref MatrixD, ref Quaternion)
|
|
static CreateFromTwoVectors(ref Vector3, ref Vector3, ref Quaternion)
|
|
static CreateFromTwoVectors(Vector3, Vector3)
|
|
static CreateFromRotationMatrix(ref Matrix, ref Quaternion)
|
Creates a Quaternion from a rotation Matrix. |
static CreateFromRotationMatrix(ref Matrix3x3, ref Quaternion)
|
Creates a Quaternion from a rotation Matrix. |
static Dot(Quaternion, Quaternion)
|
Calculates the dot product of two Quaternions. |
static Dot(ref Quaternion, ref Quaternion, ref float)
|
Calculates the dot product of two Quaternions. |
static Slerp(Quaternion, Quaternion, float)
|
Interpolates between two quaternions, using spherical linear interpolation. |
static Slerp(ref Quaternion, ref Quaternion, float, ref Quaternion)
|
Interpolates between two quaternions, using spherical linear interpolation. |
static Lerp(Quaternion, Quaternion, float)
|
Linearly interpolates between two quaternions. |
static Lerp(ref Quaternion, ref Quaternion, float, ref Quaternion)
|
Linearly interpolates between two quaternions. |
static Concatenate(Quaternion, Quaternion)
|
Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. |
static Concatenate(ref Quaternion, ref Quaternion, ref Quaternion)
|
Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation. |
static Negate(Quaternion)
|
Flips the sign of each component of the quaternion. |
static Negate(ref Quaternion, ref Quaternion)
|
Flips the sign of each component of the quaternion. |
static Add(Quaternion, Quaternion)
|
Adds two Quaternions. |
static Add(ref Quaternion, ref Quaternion, ref Quaternion)
|
Adds two Quaternions. |
static Subtract(Quaternion, Quaternion)
|
Subtracts a quaternion from another quaternion. |
static Subtract(ref Quaternion, ref Quaternion, ref Quaternion)
|
Subtracts a quaternion from another quaternion. |
static Multiply(Quaternion, Quaternion)
|
Multiplies two quaternions. |
static Multiply(ref Quaternion, ref Quaternion, ref Quaternion)
|
Multiplies two quaternions. |
static Multiply(Quaternion, float)
|
Multiplies a quaternion by a scalar value. |
static Multiply(ref Quaternion, float, ref Quaternion)
|
Multiplies a quaternion by a scalar value. |
static Divide(Quaternion, Quaternion)
|
Divides a Quaternion by another Quaternion. |
static Divide(ref Quaternion, ref Quaternion, ref Quaternion)
|
Divides a Quaternion by another Quaternion. |
static FromVector4(Vector4)
|
|
ToVector4() |
|
static IsZero(Quaternion)
|
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static IsZero(Quaternion, float)
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|
static GetForward(ref Quaternion, ref Vector3)
|
Gets forward vector (0,0,-1) transformed by quaternion. |
static GetRight(ref Quaternion, ref Vector3)
|
Gets right vector (1,0,0) transformed by quaternion. |
static GetUp(ref Quaternion, ref Vector3)
|
Gets up vector (0,1,0) transformed by quaternion. |
GetComponent(int) |
|
SetComponent(int, float) |
|
FindLargestIndex() |
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!