Quaternion
Paket: @aspose/3d (v24.12.0)
Quaternion används genom hela @aspose/3d API för att representera rotationer utan gimbal-lås. Det är den typ som returneras av Transform.rotation och GlobalTransform.rotation. Identitetskvaternionen (1, 0, 0, 0) representerar ingen rotation. Quaternion exporteras från @aspose/3d/utilities underkatalogen.
export class Quaternionimport { Quaternion } from '@aspose/3d/utilities';ImageRenderOptions
Rotera en nod 90° runt Y‑axeln och interpolera sedan mjukt tillbaka till identiteten.
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 |
Statiska egenskaper
| ImageRenderOptions | ImageRenderOptions | ImageRenderOptions |
|---|---|---|
Quaternion.IDENTITY | Quaternion | Returnerar en ny identitetskvaternion (1, 0, 0, 0). |
Statiska metoder
Quaternion.fromEulerAngle(pitch, yaw, roll)
Skapar en kvaternion från Euler‑vinklar i radianer.
static fromEulerAngle(pitch: number, yaw: number, roll: number): Quaternion
static fromEulerAngle(vec: Vector3): QuaternionImageRenderOptions
pitch number — Rotation kring X-axeln i radianer.
yaw number — Rotation kring Y-axeln i radianer.
roll number — Rotation kring Z-axeln i radianer.
Alternativt, skicka en enda Vector3 vars x, y, z innehåller pitch, yaw och roll.
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)
Skapar en kvaternion som representerar en rotation av `angle` radianer kring `axis`.
```typescript
static fromAngleAxis(angle: number, axis: Vector3): QuaternionImageRenderOptions
angle number — Rotationsvinkel i radianer.
axis Vector3 — Rotationsaxeln. Behöver inte vara normaliserad.
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)
Skapar den kortaste bågkvaternionen som roterar riktningsvektorn orig till dest.
static fromRotation(orig: Vector3, dest: Vector3): QuaternionQuaternion.slerp(t, v1, v2)
Utför sfärisk linjär interpolation mellan v1 och v2 vid parametern 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 för `slerp`. Utför sfärisk linjär interpolation.
```typescript
static interpolate(t: number, fromQ: Quaternion, toQ: Quaternion): QuaternionInstansmetoder
normalize()
Returnerar en ny kvaternion skalad till enhetslängd.
normalize(): Quaternionconjugate()
Returnerar konjugatet (w, -x, -y, -z).
conjugate(): Quaternioninverse()
Returnerar den inversa kvaternionen. Kastar ett undantag om kvaternionen har noll längd.
inverse(): Quaterniondot(q)
Returnerar den skalära punktprodukten med kvaternionen q.
dot(q: Quaternion): numberconcat(rhs)
Returnerar kvaternionprodukten this * rhs, vilket representerar den kombinerade rotationen av att först applicera this och sedan rhs.
concat(rhs: Quaternion): QuaternioneulerAngles()
Returnerar rotationen uttryckt som Euler-vinklar i radianer som en 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()
Konverterar denna kvaternion till en motsvarande `Matrix4` rotationsmatris.
```typescript
toMatrix(): Matrix4equals(other)
ImageRenderOptions true om alla fyra komponenter är strikt lika.
equals(other: Quaternion): booleantoString()
Returnerar en sträng i formatet Quaternion(w, x, y, z).
toString(): string