Skip to content
This repository was archived by the owner on Dec 13, 2025. It is now read-only.

VRageMath.QuaternionD

Malware edited this page Dec 21, 2018 · 44 revisions

Index

QuaternionD Struct

Namespace: VRageMath
Assembly: VRage.Math.dll

Summary

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). Uses double precision floating point numbers for calculation and storage

Fields

Member Description
double X
double Y
double Z
double W
QuaternionD Identity

Methods

Member Description
string ToString()
bool Equals(QuaternionD other) Determines whether the specified Object is equal to the QuaternionD.
bool Equals(Object obj) Returns a value that indicates whether the current instance is equal to a specified object.
int GetHashCode()
double LengthSquared()
double Length()
void Normalize()
void GetAxisAngle(ref Vector3D axis, ref double angle)
QuaternionD Normalize(QuaternionD quaternion) Divides each component of the quaternion by the length of the quaternion.
void Normalize(ref QuaternionD quaternion, ref QuaternionD result)
void Conjugate()
QuaternionD Conjugate(QuaternionD value) Returns the conjugate of a specified QuaternionD.
void Conjugate(ref QuaternionD value, ref QuaternionD result)
QuaternionD Inverse(QuaternionD quaternion) Returns the inverse of a QuaternionD.
void Inverse(ref QuaternionD quaternion, ref QuaternionD result)
QuaternionD CreateFromAxisAngle(Vector3D axis, double angle)
void CreateFromAxisAngle(ref Vector3D axis, double angle, ref QuaternionD result)
QuaternionD CreateFromYawPitchRoll(double yaw, double pitch, double roll)
void CreateFromYawPitchRoll(double yaw, double pitch, double roll, ref QuaternionD result)
QuaternionD CreateFromForwardUp(Vector3D forward, Vector3D up)
QuaternionD CreateFromRotationMatrix(MatrixD matrix) Creates a QuaternionD from a rotation MatrixD.
void CreateFromRotationMatrix(ref MatrixD matrix, ref QuaternionD result)
double Dot(QuaternionD quaternion1, QuaternionD quaternion2)
void Dot(ref QuaternionD quaternion1, ref QuaternionD quaternion2, ref double result)
QuaternionD Slerp(QuaternionD quaternion1, QuaternionD quaternion2, double amount)
void Slerp(ref QuaternionD quaternion1, ref QuaternionD quaternion2, double amount, ref QuaternionD result)
QuaternionD Lerp(QuaternionD quaternion1, QuaternionD quaternion2, double amount)
void Lerp(ref QuaternionD quaternion1, ref QuaternionD quaternion2, double amount, ref QuaternionD result)
QuaternionD Concatenate(QuaternionD value1, QuaternionD value2)
void Concatenate(ref QuaternionD value1, ref QuaternionD value2, ref QuaternionD result)
QuaternionD Negate(QuaternionD quaternion) Flips the sign of each component of the quaternion.
void Negate(ref QuaternionD quaternion, ref QuaternionD result)
QuaternionD Add(QuaternionD quaternion1, QuaternionD quaternion2)
void Add(ref QuaternionD quaternion1, ref QuaternionD quaternion2, ref QuaternionD result)
QuaternionD Subtract(QuaternionD quaternion1, QuaternionD quaternion2)
void Subtract(ref QuaternionD quaternion1, ref QuaternionD quaternion2, ref QuaternionD result)
QuaternionD Multiply(QuaternionD quaternion1, QuaternionD quaternion2)
void Multiply(ref QuaternionD quaternion1, ref QuaternionD quaternion2, ref QuaternionD result)
QuaternionD Multiply(QuaternionD quaternion1, double scaleFactor)
void Multiply(ref QuaternionD quaternion1, double scaleFactor, ref QuaternionD result)
QuaternionD Divide(QuaternionD quaternion1, QuaternionD quaternion2)
void Divide(ref QuaternionD quaternion1, ref QuaternionD quaternion2, ref QuaternionD result)
QuaternionD FromVector4(Vector4D v)
Vector4D ToVector4()
bool IsZero(QuaternionD value)
bool IsZero(QuaternionD value, double epsilon)
void CreateFromTwoVectors(ref Vector3D firstVector, ref Vector3D secondVector, ref QuaternionD result)
QuaternionD CreateFromTwoVectors(Vector3D firstVector, Vector3D secondVector)

Clone this wiki locally