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 Quaternionimport { 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
| Name | Type | Access | Description |
|---|---|---|---|
w | number | Read/Write | Gets the w. |
x | number | Read/Write | Gets the x. |
y | number | Read/Write | Gets the y. |
z | number | Read/Write | Gets the z. |
length | number | Read | Gets the length. |
ImageRenderOptions
| Signature | Description |
|---|---|
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() → Quaternion | Returns the identity quaternion representing no rotation |
normalize() → Quaternion | Returns a unit‑length version of this quaternion |
conjugate() → Quaternion | Returns the conjugate of the quaternion |
inverse() → Quaternion | Returns the multiplicative inverse of the quaternion |
dot(q: Quaternion) → number | Computes the dot product with another quaternion |
concat(rhs: Quaternion) → Quaternion | Returns the concatenation (multiplication) of this quaternion with another |
eulerAngles() → Vector3 | Returns a Vector3 of Euler angles representing the rotation |
fromEulerAngle(pitch: number, yaw: number, roll: number) → Quaternion | Overload accepts a Vector3 or numeric pitch with yaw and roll |
fromEulerAngle(vec: Vector3) → Quaternion | |
| `fromEulerAngle(pitch: Vector3 | number, yaw: number, roll: number) → Quaternion` |
fromAngleAxis(a: number, axis: Vector3) → Quaternion | Creates a quaternion from a rotation angle and axis vector |
fromRotation(orig: Vector3, dest: Vector3) → Quaternion | Builds a quaternion that rotates from one direction vector to another |
interpolate(t: number, fromQ: Quaternion, toQ: Quaternion) → Quaternion | Linearly interpolates between two quaternions using parameter t |
slerp(t: number, v1: Quaternion, v2: Quaternion) → Quaternion | Performs spherical linear interpolation between two quaternions at t |
toString() → string | Returns a string representation of the quaternion components |
equals(other: Quaternion) → boolean | Checks whether another quaternion has identical component values |
toMatrix() → Matrix4 | Converts the quaternion into a 4×4 rotation matrix |
Statické vlastnosti
| ImageRenderOptions | ImageRenderOptions | ImageRenderOptions |
|---|---|---|
Quaternion.IDENTITY | Quaternion | Vráti 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): QuaternionImageRenderOptions
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): QuaternionImageRenderOptions
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): QuaternionQuaternion.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): QuaternionImageRenderOptions
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): QuaternionInštančné metódy
normalize()
Vráti nový kvaternion škálovaný na jednotkovú dĺžku.
normalize(): Quaternionconjugate()
Vráti konjugát (w, -x, -y, -z).
conjugate(): Quaternioninverse()
Vráti inverzný kvaternion. Vyvolá výnimku, ak má kvaternion nulovú dĺžku.
inverse(): Quaterniondot(q)
Vráti skalárny súčin s kvaternionom q.
dot(q: Quaternion): numberconcat(rhs)
Vráti súčin kvaternionov this * rhs, predstavuje kombinovanú rotáciu najprv aplikovaním this a potom rhs.
concat(rhs: Quaternion): QuaternioneulerAngles()
Vráti rotáciu vyjadrenú ako Eulerove uhly v radiánoch ako Vector3(pitch, yaw, roll).
eulerAngles(): Vector3ImageRenderOptions
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(): Matrix4equals(other)
ImageRenderOptions true ak sú všetky štyri komponenty prísne rovnaké.
equals(other: Quaternion): booleantoString()
Vráti reťazec v tvare Quaternion(w, x, y, z).
toString(): string