Quaternion

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

Quaternion digunakan di seluruh @aspose/3d API untuk mewakili putaran tanpa kunci gimbal. Ia adalah jenis yang dikembalikan oleh Transform.rotation dan GlobalTransform.rotation. Quaternion identiti (1, 0, 0, 0) tidak mewakili putaran. Quaternion dieksport dari @aspose/3d/utilities sub-laluan.

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

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Putar nod 90° sekitar paksi Y dan kemudian interpolasi dengan lancar kembali ke identiti.

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

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

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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

Sifat Statik

ImageRenderOptionsImageRenderOptionsImageRenderOptions
Quaternion.IDENTITYQuaternionMengembalikan quaternion identiti baru (1, 0, 0, 0).

Kaedah Statik

Quaternion.fromEulerAngle(pitch, yaw, roll)

Mencipta quaternion daripada sudut Euler dalam radian.

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

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pitch number — Putaran sekitar paksi X dalam radian.

yaw number — Putaran sekitar paksi Y dalam radian.

roll number — Putaran sekitar paksi Z dalam radian.

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

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


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### Quaternion.fromAngleAxis(angle, axis)

Mencipta quaternion yang mewakili putaran sebanyak `angle` radia di sekitar `axis`.

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

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angle number — Sudut putaran dalam radian.

axis Vector3 — Paksi putaran. Tidak perlu dinormalkan.

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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)

Mencipta quaternion busur terpendek yang memutar vektor arah orig ke dest.

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

Quaternion.slerp(t, v1, v2)

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

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

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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


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

Alias untuk `slerp`. Melakukan interpolasi linear sfera.

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

Kaedah Contoh

normalize()

Mengembalikan quaternion baru yang diskalakan ke panjang unit.

normalize(): Quaternion

conjugate()

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

conjugate(): Quaternion

inverse()

Mengembalikan quaternion terbalik. Melempar pengecualian jika quaternion mempunyai panjang sifar.

inverse(): Quaternion

dot(q)

Mengembalikan hasil darab titik skalar dengan quaternion q.

dot(q: Quaternion): number

concat(rhs)

Mengembalikan hasil darab quaternion this * rhs, mewakili putaran gabungan dengan pertama menerapkan this dan kemudian rhs.

concat(rhs: Quaternion): Quaternion

eulerAngles()

Mengembalikan putaran yang dinyatakan sebagai sudut Euler dalam radian sebagai Vector3(pitch, yaw, roll).

eulerAngles(): Vector3

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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)


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### toMatrix()

Menukarkan quaternion ini kepada setara `Matrix4` matriks putaran.

```typescript
toMatrix(): Matrix4

equals(other)

ImageRenderOptions true jika semua empat komponen adalah sama secara ketat.

equals(other: Quaternion): boolean

toString()

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

toString(): string
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