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feng3d
Constructors
constructor
- new Quaternion(x?, y?, z?, w?): Quaternion
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Parameters
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Optional x: number
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Optional y: number
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Optional z: number
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Optional w: number
Properties
w
w: number
x
x: number
y
y: number
z
z: number
Accessors
magnitude
- get magnitude(): number
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Returns number
Methods
clone
- clone(): Quaternion
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copy
- copy(q): Quaternion
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equals
- equals(v, precision?): boolean
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Parameters
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Optional precision: number
Returns boolean
相等返回true,否则false。
fromArray
- fromArray(array, offset?): Quaternion
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Parameters
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array: ArrayLike<number>
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Optional offset: number
fromAxisAngle
- fromAxisAngle(axis, angle): Quaternion
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fromEuler
- fromEuler(x, y, z, order?): Quaternion
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Parameters
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x: number
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y: number
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z: number
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fromMatrix
- fromMatrix(matrix): Quaternion
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fromUnitVectors
- fromUnitVectors(u, v): Quaternion
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integrate
- integrate(angularVelocity, dt, angularFactor): Quaternion
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integrateTo
- integrateTo(angularVelocity, dt, angularFactor, target?): Quaternion
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inverse
- inverse(): Quaternion
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inverseTo
- inverseTo(target?): Quaternion
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lerp
- lerp(qa, qb, t): void
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Returns void
mult
- mult(q): Quaternion
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multTo
- multTo(q, target?): Quaternion
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multiplyVector
- multiplyVector(vector, target?): Quaternion
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normalize
- normalize(val?): Quaternion
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normalizeFast
- normalizeFast(): Quaternion
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random
- random(): Quaternion
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rotatePoint
- rotatePoint(point, target?): Vector3
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set
- set(x?, y?, z?, w?): Quaternion
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Parameters
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Optional x: number
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Optional y: number
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Optional z: number
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Optional w: number
slerp
- slerp(qb, t): Quaternion
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slerpTo
- slerpTo(qb, t, out?): Quaternion
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toArray
- toArray(array?, offset?): number[]
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Parameters
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Optional array: number[]
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Optional offset: number
Returns number[]
toAxisAngle
- toAxisAngle(targetAxis?): (number | Vector3)[]
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Returns (number | Vector3)[]
一个数组,第一个元素是轴,第二个元素是弧度
toString
- toString(): string
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Returns string
vmult
- vmult(v, target?): Vector3
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可用于表示旋转的四元数对象