Quaternion

Balík: @aspose/3d (v24.12.0)

Quaternion sa používa v celom @aspose/3d API na reprezentáciu rotácií bez gimbal locku. Je to typ vracaný Transform.rotation a GlobalTransform.rotation. Identitný kvaternion (1, 0, 0, 0) znázorňuje žiadnu rotáciu. Quaternion je exportovaný z @aspose/3d/utilities podcesty.

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

ImageRenderOptions

Otočte uzol o 90° okolo osi Y a potom plynule interpolujte späť na identitu.

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

ImageRenderOptions

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

ImageRenderOptions

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

Statické vlastnosti

ImageRenderOptionsImageRenderOptionsImageRenderOptions
Quaternion.IDENTITYQuaternionVráti nový identitný kvaternion (1, 0, 0, 0).

Statické metódy

Quaternion.fromEulerAngle(pitch, yaw, roll)

Vytvorí kvaternion z Eulerových uhlov v radiánoch.

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

ImageRenderOptions

pitch number — Rotácia okolo osi X v radiánoch.

yaw number — Rotácia okolo osi Y v radiánoch.

roll number — Rotácia okolo osi Z v radiánoch.

Alternatívne odovzdajte jeden Vector3 ktorý x, y, z obsahuje sklon, odklon a náklon.

ImageRenderOptions

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)

Vytvorí kvaternion predstavujúci rotáciu o `angle` radiánov okolo `axis`.

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

ImageRenderOptions

angle number — Uhol rotácie v radiánoch.

axis Vector3 — Os rotácie. Nemusí byť normalizovaná.

ImageRenderOptions

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)

Vytvorí najkratší-oblúk kvaternion, ktorý otáča smerový vektor orig na dest.

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

Quaternion.slerp(t, v1, v2)

Vykoná sférickú lineárnu interpoláciu medzi v1 a v2 na parametri t (0.0 = v1, 1.0 = v2).

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

ImageRenderOptions

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 pre `slerp`. Vykonáva sférickú lineárnu interpoláciu.

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

Inštančné metódy

normalize()

Vráti nový kvaternion škálovaný na jednotkovú dĺžku.

normalize(): Quaternion

conjugate()

Vráti konjugát (w, -x, -y, -z).

conjugate(): Quaternion

inverse()

Vráti inverzný kvaternion. Vyvolá výnimku, ak má kvaternion nulovú dĺžku.

inverse(): Quaternion

dot(q)

Vráti skalárny súčin s kvaternionom q.

dot(q: Quaternion): number

concat(rhs)

Vráti súčin kvaternionov this * rhs, predstavuje kombinovanú rotáciu najprv aplikovaním this a potom rhs.

concat(rhs: Quaternion): Quaternion

eulerAngles()

Vráti rotáciu vyjadrenú ako Eulerove uhly v radiánoch ako Vector3(pitch, yaw, roll).

eulerAngles(): Vector3

ImageRenderOptions

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()

Prevedie tento kvaternion na ekvivalentný `Matrix4` rotačná matica.

```typescript
toMatrix(): Matrix4

equals(other)

ImageRenderOptions true ak sú všetky štyri komponenty prísne rovnaké.

equals(other: Quaternion): boolean

toString()

Vráti reťazec v tvare Quaternion(w, x, y, z).

toString(): string
 Slovenčina