Quaternion

Paket: @aspose/3d (v24.12.0)

Quaternion digunakan di seluruh @aspose/3d API untuk merepresentasikan rotasi tanpa gimbal lock. Ini adalah tipe yang dikembalikan oleh Transform.rotation dan GlobalTransform.rotation. Quaternion identitas (1, 0, 0, 0) mewakili tidak ada rotasi. Quaternion dieksport dari @aspose/3d/utilities sub-path.

export class Quaternion
import { Quaternion } from '@aspose/3d/utilities';

BoundingBoxExtent

Putar sebuah node 90° di sekitar sumbu Y dan kemudian interpolasi secara halus kembali ke identitas.

import { Scene } from '@aspose/3d';
import { Quaternion } from '@aspose/3d/utilities';

const scene = new Scene();
const node = scene.rootNode.createChildNode('spinner');

// 90° around Y
const q90 = Quaternion.fromEulerAngle(0, Math.PI / 2, 0);
node.transform.rotation = q90;

// Slerp halfway back to identity
const identity = Quaternion.IDENTITY;
const half = Quaternion.slerp(0.5, q90, identity);
console.log(`Half rotation W: ${half.w.toFixed(4)}`);
// Half rotation W: 0.9239

BoundingBoxExtent

NameTypeAccessDescription
wnumberRead/WriteGets the w.
xnumberRead/WriteGets the x.
ynumberRead/WriteGets the y.
znumberRead/WriteGets the z.
lengthnumberReadGets the length.

BoundingBoxExtent

SignatureDescription
constructor()Initializes a quaternion with the given w, x, y, and z components
constructor(w: number, x: number, y: number, z: number)
constructor(w: number, x: number, y: number, z: number)
IDENTITY()QuaternionReturns the identity quaternion representing no rotation
normalize()QuaternionReturns a unit‑length version of this quaternion
conjugate()QuaternionReturns the conjugate of the quaternion
inverse()QuaternionReturns the multiplicative inverse of the quaternion
dot(q: Quaternion)numberComputes the dot product with another quaternion
concat(rhs: Quaternion)QuaternionReturns the concatenation (multiplication) of this quaternion with another
eulerAngles()Vector3Returns a Vector3 of Euler angles representing the rotation
fromEulerAngle(pitch: number, yaw: number, roll: number)QuaternionOverload accepts a Vector3 or numeric pitch with yaw and roll
fromEulerAngle(vec: Vector3)Quaternion
`fromEulerAngle(pitch: Vector3number, yaw: number, roll: number)Quaternion`
fromAngleAxis(a: number, axis: Vector3)QuaternionCreates a quaternion from a rotation angle and axis vector
fromRotation(orig: Vector3, dest: Vector3)QuaternionBuilds a quaternion that rotates from one direction vector to another
interpolate(t: number, fromQ: Quaternion, toQ: Quaternion)QuaternionLinearly interpolates between two quaternions using parameter t
slerp(t: number, v1: Quaternion, v2: Quaternion)QuaternionPerforms spherical linear interpolation between two quaternions at t
toString()stringReturns a string representation of the quaternion components
equals(other: Quaternion)booleanChecks whether another quaternion has identical component values
toMatrix()Matrix4Converts the quaternion into a 4×4 rotation matrix

Properti Statis

BoundingBoxExtentBoundingBoxExtentBoundingBoxExtent
Quaternion.IDENTITYQuaternionMengembalikan quaternion identitas baru (1, 0, 0, 0).

Metode Statis

Quaternion.fromEulerAngle(pitch, yaw, roll)

Membuat quaternion dari sudut Euler dalam radian.

static fromEulerAngle(pitch: number, yaw: number, roll: number): Quaternion
static fromEulerAngle(vec: Vector3): Quaternion

BoundingBoxExtent

pitch number — Rotasi sekitar sumbu X dalam radian.

yaw number — Rotasi sekitar sumbu Y dalam radian.

roll number — Rotasi sekitar sumbu Z dalam radian.

Sebagai alternatif, berikan satu Vector3 yang x, y, z menyimpan pitch, yaw, dan roll.

BoundingBoxExtent

const q = Quaternion.fromEulerAngle(0, Math.PI / 4, 0); // 45° around Y console.log(W: ${q.w.toFixed(4)}); // W: 0.9239


---

### Quaternion.fromAngleAxis(angle, axis)

Membuat quaternion yang mewakili rotasi sebesar `angle` radian di sekitar `axis`.

```typescript
static fromAngleAxis(angle: number, axis: Vector3): Quaternion

BoundingBoxExtent

angle number — Sudut rotasi dalam radian.

axis Vector3 — Sumbu rotasi. Tidak perlu dinormalisasi.

BoundingBoxExtent

import { Quaternion, Vector3 } from '@aspose/3d/utilities';

const axis = new Vector3(0, 1, 0);
const q = Quaternion.fromAngleAxis(Math.PI / 2, axis);
console.log(`Rotating 90° around Y — W: ${q.w.toFixed(4)}`);
// Rotating 90° around Y — W: 0.7071

Quaternion.fromRotation(orig, dest)

Membuat quaternion busur terpendek yang memutar vektor arah orig menjadi dest.

static fromRotation(orig: Vector3, dest: Vector3): Quaternion

Quaternion.slerp(t, v1, v2)

Melakukan interpolasi linier sferis antara v1 dan v2 pada parameter t (0.0 = v1, 1.0 = v2).

static slerp(t: number, v1: Quaternion, v2: Quaternion): Quaternion

BoundingBoxExtent

const start = Quaternion.fromEulerAngle(0, 0, 0); const end = Quaternion.fromEulerAngle(0, Math.PI, 0); const mid = Quaternion.slerp(0.5, start, end); console.log(Mid W: ${mid.w.toFixed(4)}); // Mid W: 0.7071


---

### Quaternion.interpolate(t, fromQ, toQ)

Alias untuk `slerp`. Melakukan interpolasi linier sferis.

```typescript
static interpolate(t: number, fromQ: Quaternion, toQ: Quaternion): Quaternion

Metode Instansi

normalize()

Mengembalikan quaternion baru yang diskalakan ke panjang satu.

normalize(): Quaternion

conjugate()

Mengembalikan konjugat (w, -x, -y, -z).

conjugate(): Quaternion

inverse()

Mengembalikan quaternion invers. Melempar pengecualian jika quaternion memiliki panjang nol.

inverse(): Quaternion

dot(q)

Mengembalikan hasil perkalian titik skalar dengan quaternion q.

dot(q: Quaternion): number

concat(rhs)

Mengembalikan hasil perkalian quaternion this * rhs, yang mewakili rotasi gabungan dengan pertama menerapkan this dan kemudian rhs.

concat(rhs: Quaternion): Quaternion

eulerAngles()

Mengembalikan rotasi yang diekspresikan sebagai sudut Euler dalam radian sebagai sebuah Vector3(pitch, yaw, roll).

eulerAngles(): Vector3

BoundingBoxExtent

const q = Quaternion.fromEulerAngle(0, Math.PI / 3, 0); const euler = q.eulerAngles(); console.log(Yaw: ${euler.y.toFixed(4)}); // Yaw: 1.0472 (= π/3)


---

### toMatrix()

Mengonversi quaternion ini menjadi sebuah `Matrix4` matriks rotasi.

```typescript
toMatrix(): Matrix4

equals(other)

BoundingBoxExtent true jika keempat komponen secara ketat sama.

equals(other: Quaternion): boolean

toString()

Mengembalikan string dalam bentuk Quaternion(w, x, y, z).

toString(): string
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