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https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-19 12:27:56 +01:00
183 lines
5.3 KiB
HTML
Executable File
183 lines
5.3 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<script src="../../list.js"></script>
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<script src="../../page.js"></script>
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<link type="text/css" rel="stylesheet" href="../../page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<div class="desc">Implementation of a <a href="http://en.wikipedia.org/wiki/Quaternion">quaternion</a>. This is used for rotating things without encountering the dreaded <a href="http://en.wikipedia.org/wiki/Gimbal_lock">gimbal lock</a> issue, amongst other advantages.</div>
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<h2>Example</h2>
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<code>var quaternion = new THREE.Quaternion();
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quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
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var vector = new THREE.Vector3( 1, 0, 0 );
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vector.applyQuaternion( quaternion );
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</code>
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<h2>Constructor</h2>
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<h3>[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
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<div>
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x - x coordinate<br />
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y - y coordinate<br />
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z - z coordinate<br />
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w - w coordinate
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</div>
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<h2>Properties</h2>
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<h3>[property:Float x]</h3>
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<h3>[property:Float y]</h3>
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<h3>[property:Float z]</h3>
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<h3>[property:Float w]</h3>
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<h2>Methods</h2>
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<h3>[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
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<div>
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Sets values of this quaternion.
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</div>
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<h3>[method:Quaternion copy]( [page:Quaternion q] )</h3>
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<div>
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Copies values of *q* to this quaternion.
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</div>
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<h3>[method:Quaternion setFromEuler]( [page:Euler euler] )</h3>
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<div>
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Sets this quaternion from rotation specified by Euler angle.
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</div>
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<h3>[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
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<div>
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Sets this quaternion from rotation specified by axis and angle.<br />
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Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm].<br />
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*Axis* is asumed to be normalized, *angle* is in radians.
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</div>
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<h3>[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] )</h3>
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<div>
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Sets this quaternion from rotation component of *m*.<br />
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Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm].
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</div>
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<h3>[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] )</h3>
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<div>
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Sets this quaternion to the rotation required to rotate direction vector *vFrom* to direction vector *vTo*.<br />
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Adapted from [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors].<br />
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*vFrom* and *vTo* are assumed to be normalized.
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</div>
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<h3>[method:Quaternion inverse]()</h3>
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<div>
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Inverts this quaternion.
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</div>
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<h3>[method:Float length]()</h3>
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Computes length of this quaternion.
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</div>
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<h3>[method:Quaternion normalize]()</h3>
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<div>
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Normalizes this quaternion.
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</div>
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<h3>[method:Quaternion multiply]( [page:Quaternion b] )</h3>
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<div>
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Multiplies this quaternion by *b*.
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</div>
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<h3>[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] )</h3>
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<div>
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Sets this quaternion to *a x b*<br />
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Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm].
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</div>
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<h3>[method:Quaternion multiplyVector3]( [page:Vector3 vector], [page:Vector3 dest] )</h3>
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<div>
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Rotates *vector* by this quaternion into *dest*.<br />
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If *dest* is not specified, result goes to *vec*.
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</div>
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<h3>[method:Quaternion clone]()</h3>
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<div>
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Clones this quaternion.
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</div>
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<h2>Static methods</h2>
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<h3>[method:Quaternion slerp]( [page:Quaternion qa], [page:Quaternion qb], [page:Quaternion qm], [page:Float t] )</h3>
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<div>
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Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/].
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</div>
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<h3>[method:Quaternion slerp]([page:Quaternion qb], [page:float t])</h3>
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<div>
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qb -- Target quaternion rotation.<br />
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t -- Normalized [0..1] interpolation factor.
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</div>
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<div>
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Handles the spherical linear interpolation between this quaternion's configuration
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and that of *qb*. *t* represents how close to the current (0) or target (1) rotation the
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result should be.
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</div>
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<h3>[method:Array toArray]( [page:Array array] )</h3>
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<div>
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array -- Array to store the quaternion.
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</div>
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<div>
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Returns the numerical elements of this quaternion in an array of format (x, y, z, w).
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</div>
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<h3>[method:Boolean equals]([page:Quaternion v])</h3>
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<div>
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v -- Quaternion that this quaternion will be compared to.
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</div>
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<div>
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Compares each component of *v* to each component of this quaternion to determine if they
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represent the same rotation.
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</div>
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<h3>[method:Float lengthSq]()</h3>
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<div>
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Calculates the squared length of the quaternion.
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</div>
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<h3>[method:Quaternion fromArray]([page:Array array])</h3>
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<div>
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array -- Array of format (x, y, z, w) used to construct the quaternion.
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</div>
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<div>
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Sets this quaternion's component values from an array.
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</div>
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<h3>[method:Quaternion conjugate]()</h3>
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<div>
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Returns the rotational conjugate of this quaternion. The conjugate of a quaternion
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represents the same rotation in the opposite direction about the rotational axis.
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>
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