Libraries.Compute.Quaternion Documentation
Quaternion is a class representing a quaternion, which are useful for 3D computer graphics.
Example Code
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number length = quaternion:Length()
output "The length of the quaternion is " + length
Inherits from: Libraries.Language.Object
Actions Documentation
Add(number x, number y, number z, number w)
This action adds the passed values representing a quaternion to this quaternion.
Parameters
- number x: The x value of the quaternion to add
- number y: The y value of the quaternion to add
- number z: The z value of the quaternion to add
- number w: The w value of the quaternion to add
Return
Libraries.Compute.Quaternion: The sum of the quaternions
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Add(5, 6, 7, 8)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The sum is [" + x + ", " + y + ", " + z + ", " + w + "]"
Add(Libraries.Compute.Quaternion quaternion)
This action adds the passed quaternion to this quaternion.
Parameters
- Libraries.Compute.Quaternion: The quaternion to add
Return
Libraries.Compute.Quaternion: The sum of the quaternions
Example
use Libraries.Compute.Quaternion
Quaternion leftHandSide
Quaternion rightHandSide
leftHandSide:Set(1, 2, 3, 4)
rightHandSide:Set(5, 6, 7, 8)
leftHandSide:Add(rightHandSide)
number x = leftHandSide:GetX()
number y = leftHandSide:GetY()
number z = leftHandSide:GetZ()
number w = leftHandSide:GetW()
output "The sum is [" + x + ", " + y + ", " + z + ", " + w + "]"
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Example
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
Conjugate()
This action conjugates the quaternion.
Return
Libraries.Compute.Quaternion: The conjugate of the quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Conjugate()
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is: [" + x + ", " + y + ", " + z + ", " + w + "]"
Copy()
This action creates and returns a copy of the quaternion.
Return
Libraries.Compute.Quaternion: a new quaternion that is a copy of this quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
Quaternion copy
copy = quaternion:Copy()
number x = copy:GetX()
number y = copy:GetY()
number z = copy:GetZ()
number w = copy:GetW()
output "The quaternion is: [" + x + ", " + y + ", " + z + ", " + w + "]"
DotProduct(number x, number y, number z, number w)
This action finds the dot product between this quaternion and the quaternion with the passed x, y, z, and w values.
Parameters
- number x: The x value of the other quaternion
- number y: The y value of the other quaternion
- number z: The z value of the other quaternion
- number w: The w value of the other quaternion
Return
number: The dot product of the two quaternions
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number dotProduct = quaternion:DotProduct(5, 6, 7, 8)
output "The dot product is " + dotProduct
DotProduct(Libraries.Compute.Quaternion other)
This action finds the dot product between this quaternion and the passed quaternion.
Parameters
- Libraries.Compute.Quaternion: The other quaternion
Return
number: The dot product of the two quaternions
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
Quaternion other
quaternion:Set(1, 2, 3, 4)
other:Set(5, 6, 7, 8)
number dotProduct = quaternion:DotProduct(other)
output "The dot product is " + dotProduct
DotProduct(number x1, number y1, number z1, number w1, number x2, number y2, number z2, number w2)
This action finds the dot product between the two quaternions with the passed x, y, z, and w values.
Parameters
- number x1: The x value of the first quaternion
- number y1: The y value of the first quaternion
- number z1: The z value of the first quaternion
- number w1: The w value of the first quaternion
- number x2: The x value of the second quaternion
- number y2: The y value of the second quaternion
- number z2: The z value of the second quaternion
- number w2: The w value of the second quaternion
Return
number: The dot product of the two quaternions
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
number dotProduct = quaternion:DotProduct(1, 2, 3, 4, 5, 6, 7, 8)
output "The dot product is " + dotProduct
Equals(Libraries.Language.Object object)
This action determines if two objects are equal based on their hash code values.
Parameters
- Libraries.Language.Object: The to be compared.
Return
boolean: True if the hash codes are equal and false if they are not equal.
Example
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
Exponent(number alpha)
This action raises the quaternion to the passed number.
Parameters
- number alpha: The power to raise the quaternion to
Return
Libraries.Compute.Quaternion: The quaternion raised to alpha
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Exponent(3)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
GetAngle()
This action gets the angle in degrees of the rotation of the quaternion.
Return
number: The angle in degrees of the rotation
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number degrees = quaternion:GetAngle()
output "The angle in degrees is " + degrees
GetAngleAround(Libraries.Compute.Vector3 axis)
This action gets the angle in degrees of the rotation around the specified axis. The axis must be normalized.
Parameters
- Libraries.Compute.Vector3: The normalized axis to get the angle for
Return
number: The angle in degrees of the rotation around the passed axis
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
Quaternion quaternion
Vector3 axis
axis:Set(5, 4, 3)
axis:Normalize()
quaternion:Set(1, 2, 3, 4)
number rotation = quaternion:GetAngleAround(axis)
output "The rotation around is " + rotation
GetAngleAround(number axisX, number axisY, number axisZ)
This action gets the angle in degrees of the rotation around the specified axis. The axis must be normalized.
Parameters
- number axisX: The x component of the normalized axis to get the angle for
- number axisY: The y component of the normalized axis to get the angle for
- number axisZ: The z component of the normalized axis to get the angle for
Return
number: The angle in degrees of the rotation around the passed axis
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number rotation = quaternion:GetAngleAround(1, 0, 0)
output "The rotation around is " + rotation
GetAngleAroundRadians(number axisX, number axisY, number axisZ)
This action gets the angle in radians of the rotation around the specified axis. The axis must be normalized.
Parameters
- number axisX: The x component of the normalized axis to get the angle for
- number axisY: The y component of the normalized axis to get the angle for
- number axisZ: The z component of the normalized axis to get the angle for
Return
number: The angle in radians of the rotation around the passed axis
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number rotation = quaternion:GetAngleAroundRadians(1, 0, 0)
output "The rotation around is " + rotation
GetAngleAroundRadians(Libraries.Compute.Vector3 axis)
This action gets the angle in radians of the rotation around the specified axis. The axis must be normalized.
Parameters
- Libraries.Compute.Vector3: The normalized axis to get the angle for
Return
number: The angle in radians of the rotation around the passed axis
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
Quaternion quaternion
Vector3 axis
axis:Set(5, 4, 3)
axis:Normalize()
quaternion:Set(1, 2, 3, 4)
number rotation = quaternion:GetAngleAroundRadians(axis)
output "The rotation around is " + rotation
GetAngleRadians()
This action gets the angle in radians of the rotation of the quaternion.
Return
number: The angle in radians of the rotation
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number radians = quaternion:GetAngleRadians()
output "The angle in radians is " + radians
GetAxisAngle(Libraries.Compute.Vector3 axis)
This action gets the axis angle representation of the rotation in degrees of the quaternion. The passed axis will be given the axis of the rotation and the action will return the rotation angle in degrees. The passed vector is altered by this action. The existing values of the vector are ignored.
Parameters
- Libraries.Compute.Vector3: The vector used to store the axis of the rotation
Return
number: The angle in degrees
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
Quaternion quaternion
Vector3 axis
quaternion:Set(1, 2, 3, 4)
number degrees = quaternion:GetAxisAngle(axis)
number x = axis:GetX()
number y = axis:GetY()
number z = axis:GetZ()
output "The rotation axis is [" + x + ", " + y + ", " + z + "]"
output "The rotation angle is " + degrees + " degrees"
GetAxisAngleRadians(Libraries.Compute.Vector3 axis)
This action gets the axis angle representation of the rotation in radians of the quaternion. The passed axis will be given the axis of the rotation and the action will return the rotation angle in radians. The passed vector is altered by this action. The existing values of the vector are ignored.
Parameters
- Libraries.Compute.Vector3: The vector used to store the axis of the rotation
Return
number: The angle in radians
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
Quaternion quaternion
Vector3 axis
quaternion:Set(1, 2, 3, 4)
number radians = quaternion:GetAxisAngleRadians(axis)
number x = axis:GetX()
number y = axis:GetY()
number z = axis:GetZ()
output "The rotation axis is [" + x + ", " + y + ", " + z + "]"
output "The rotation angle is " + radians + " radians"
GetGimbalPole()
This action gets the pole of the gimbal lock if there is one.
Return
integer: : 1 for the north pole, -1 for the south pole, 0 if there is no gimbal lock
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number pole = quaternion:GetGimbalPole()
if pole = 1
output "The gimbal pole is the north pole."
elseif pole = -1
output "The gimbal pole is the south pole."
else
output "There is no gimbal pole."
end
GetHashCode()
This action gets the hash code for an object.
Return
integer: The integer hash code of the object.
Example
Object o
integer hash = o:GetHashCode()
GetPitch()
This action gets the pitch euler angle in degrees, which is the rotation around the x-axis. The quaternion must be normalized before calling this action.
Return
number: The rotation around the x-axis in degrees
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Normalize()
number pitch = quaternion:GetPitch()
output "The pitch in degrees is " + pitch
GetPitchRadians()
This action gets the pitch euler angle in radians, which is the rotation around the x-axis. The quaternion must be normalized before calling this action.
Return
number: The rotation around the x-axis in radians
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Normalize()
number pitch = quaternion:GetPitchRadians()
output "The pitch in radians is " + pitch
GetRoll()
This action gets the roll euler angle in degrees, which is the rotation around the z-axis. The quaternion must be normalized before calling this action.
Return
number: The rotation around the z-axis in degrees
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Normalize()
number roll = quaternion:GetRoll()
output "The roll in degrees is " + roll
GetRollRadians()
This action gets the roll euler angle in radians, which is the rotation around the z-axis. The quaternion must be normalized before calling this action.
Return
number: The rotation around the z-axis in radians
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Normalize()
number roll = quaternion:GetRollRadians()
output "The roll in radians is " + roll
GetSwingTwist(Libraries.Compute.Vector3 axis, Libraries.Compute.Quaternion swing, Libraries.Compute.Quaternion twist)
This action gets the swing rotation and the twist rotation for the specified axis. The twist rotation is the rotation around the specified axis. The swing rotation is the rotation of the specified axis itself, which is the rotation around an axis perpendicular to that axis. The passed axis should be normalized.
Parameters
- Libraries.Compute.Vector3: The axis to get the swing and twist rotations for
- Libraries.Compute.Quaternion: The quaternion to store the swing rotation in
- Libraries.Compute.Quaternion: The quaternion to store the twist rotation in
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
Quaternion quaternion
Quaternion swing
Quaternion twist
Vector3 axis
axis:Set(4, 7, 3)
axis:Normalize()
quaternion:Set(1, 2, 3, 4)
quaternion:GetSwingTwist(axis, swing, twist)
number swingX = swing:GetX()
number swingY = swing:GetY()
number swingZ = swing:GetZ()
number swingW = swing:GetW()
number twistX = twist:GetX()
number twistY = twist:GetY()
number twistZ = twist:GetZ()
number twistW = twist:GetW()
output "The swing is [" + swingX + ", " + swingY + ", " + swingZ + ", " + swingW + "]"
output "The twist is [" + twistX + ", " + twistY + ", " + twistZ + ", " + twistW + "]"
GetSwingTwist(number axisX, number axisY, number axisZ, Libraries.Compute.Quaternion swing, Libraries.Compute.Quaternion twist)
This action gets the swing rotation and the twist rotation for the specified axis. The twist rotation is the rotation around the specified axis. The swing rotation is the rotation of the specified axis itself, which is the rotation around an axis perpendicular to that axis. The passed axis should be normalized.
Parameters
- number axisX: The x component of the axis to get the swing and twist rotations for
- number axisY: The y component of the axis to get the swing and tiwst rotations for
- number axisZ: The z component of the axis to get the swing and twist rotations for
- Libraries.Compute.Quaternion: The quaternion to store the swing rotation in
- Libraries.Compute.Quaternion: The quaternion to store the twist rotation in
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
Quaternion swing
Quaternion twist
quaternion:Set(1, 2, 3, 4)
quaternion:GetSwingTwist(0, 0, 1, swing, twist)
number swingX = swing:GetX()
number swingY = swing:GetY()
number swingZ = swing:GetZ()
number swingW = swing:GetW()
number twistX = twist:GetX()
number twistY = twist:GetY()
number twistZ = twist:GetZ()
number twistW = twist:GetW()
output "The swing is [" + swingX + ", " + swingY + ", " + swingZ + ", " + swingW + "]"
output "The twist is [" + twistX + ", " + twistY + ", " + twistZ + ", " + twistW + "]"
GetW()
This action gets the w value of the quaternion
Return
number: The w value of the quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number w = quaternion:GetW()
output "The w value of the quaternion is " + w
GetX()
This action gets the x value of the quaternion
Return
number: The x value of the quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number x = quaternion:GetX()
output "The x value of the quaternion is " + x
GetY()
This action gets the y value of the quaternion
Return
number: The y value of the quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number y = quaternion:GetY()
output "The y value of the quaternion is " + y
GetYaw()
This action gets the yaw euler angle in degrees, which is the rotation around the y-axis. The quaternion must be normalized before calling this action.
Return
number: The rotation around the y-axis in degrees
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Normalize()
number yaw = quaternion:GetYaw()
output "The yaw in degrees is " + yaw
GetYawRadians()
This action gets the yaw euler angle in radians, which is the rotation around the y-axis. The quaternion must be normalized before calling this action.
Return
number: The rotation around the y-axis in radians
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Normalize()
number yaw = quaternion:GetYawRadians()
output "The yaw in radians is " + yaw
GetZ()
This action gets the z value of the quaternion
Return
number: The z value of the quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number z = quaternion:GetZ()
output "The z value of the quaternion is " + z
IsIdentity()
This action determines whether the quaternion is the identity quaternion.
Return
boolean: true if the quaternion is the identity quaternion, false otherwise
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
if quaternion:IsIdentity()
output "The quaternion is the identity quaternion"
else
output "The quaternion is not the identity quaternion"
end
IsIdentity(number tolerance)
This action determines whether the quaternion is the identity quaternion to within the passed tolerance.
Parameters
- number tolerance: The tolerance value
Return
boolean: true if the quaternion is the identity quaternion to within the passed tolerance, false otherwise
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
if quaternion:IsIdentity(0.001)
output "The quaternion is the identity quaternion"
else
output "The quaternion is not the identity quaternion"
end
Length(number x, number y, number z, number w)
This action returns the length of the quaternion with the passed x, y, z, and w values.
Parameters
- number x: The x value of the quaternion
- number y: The y value of the quaternion
- number z: The z value of the quaternion
- number w: The w value of the quaternion
Return
number: The length of the quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
number length = quaternion:Length(1, 2, 3, 4)
output "The length of the quaternion is " + length
Length()
This action returns the length of the quaternion.
Return
number: The length of the quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number length = quaternion:Length()
output "The length of the quaternion is " + length
LengthSquared()
This action returns the square of the length of the quaternion.
Return
number: The square of the length of the quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number lengthSquared = quaternion:LengthSquared()
output "The length squared is " + lengthSquared
LengthSquared(number x, number y, number z, number w)
This action returns the square of the length of the quaternion with the passed x, y, z, and w values.
Parameters
- number x: The x value of the quaternion
- number y: The y value of the quaternion
- number z: The z value of the quaternion
- number w: The w value of the quaternion
Return
number: The square of the length of the quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
number lengthSquared = quaternion:LengthSquared(1, 2, 3, 4)
output "The length squared is " + lengthSquared
MakeInverse()
only accepts normalized v0 and v1
Multiply(Libraries.Compute.Vector3 inputVector)
Multiply(number scalar)
This action multiplies the quaternion by the passed scalar value
Parameters
- number scalar: The scalar to multiply the quaternion by
Return
Libraries.Compute.Quaternion: The quaternion after being multiplied by the scalar
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Multiply(2)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
Multiply(number x, number y, number z, number w)
This action multiplies the quaternion by the passed values representing a quaternion.
Parameters
- number x: The x value of the quaternion to multiply by
- number y: The y value of the quaternion to multiply by
- number z: The z value of the quaternion to multiply by
- number w: The w value of the quaternion to multiply by
Return
Libraries.Compute.Quaternion: The product of the two quaternions
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Multiply(5, 6, 7, 8)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The product is: [" + x + ", " + y + ", " + z + ", " + w + "]"
Multiply(Libraries.Compute.Quaternion other)
This action multiplies the quaternion by the passed quaternion.
Parameters
- Libraries.Compute.Quaternion: The quaternion to multiply by
Return
Libraries.Compute.Quaternion: The product of the two quaternions
Example
use Libraries.Compute.Quaternion
Quaternion multiplicand
Quaternion multiplier
multiplicand:Set(1, 2, 3, 4)
multiplier:Set(5, 6, 7, 8)
multiplicand:Multiply(multiplier)
number x = multiplicand:GetX()
number y = multiplicand:GetY()
number z = multiplicand:GetZ()
number w = multiplicand:GetW()
output "The product is: [" + x + ", " + y + ", " + z + ", " + w + "]"
Normalize()
This action normalizes the quaternion so that its length is between 0 and 1.
Return
Libraries.Compute.Quaternion: The normalized quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
quaternion:Normalize()
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The new quaternion is: [" + x + ", " + y + ", " + z + ", " + w + "]"
QuaternionRotate(Libraries.Compute.Vector3 v)
Set(number x, number y, number z, number w)
This action sets the quaternion's values to the passed values.
Parameters
- number x: The value to set as the quaternion's x
- number y: The value to set as the quaternion's y
- number z: The value to set as the quaternion's z
- number w: The value to set as the quaternion's w
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:Set(1, 2, 3, 4)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is: [" + x + ", " + y + ", " + z + ", " + w + "]"
Set(Libraries.Compute.Vector3 axis, number angle)
This action sets the quaternion from the given axis and the angle around the axis.
Parameters
- Libraries.Compute.Vector3: The axis
- number angle: The angle around the axis in degrees
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
Quaternion quaternion
Vector3 axis
axis:Set(1, 0, 0)
quaternion:Set(axis, 45)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is: [" + x + ", " + y + ", " + z + ", " + w + "]"
Set(Libraries.Compute.Quaternion quaternion)
This action sets the quaternion using the x, y, z, and w values from the passed quaternion.
Parameters
- Libraries.Compute.Quaternion: The quaternion to use to set the values of this quaternion
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
Quaternion setQuaternion
setQuaternion:Set(1, 2, 3, 4)
quaternion:Set(setQuaternion)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is: [" + x + ", " + y + ", " + z + ", " + w + "]"
SetAsShortestArcQuaternion(Libraries.Compute.Vector3 v0, Libraries.Compute.Vector3 v1)
SetEulerAngles(number yaw, number pitch, number roll)
This action sets the quaternion to the given euler angles in degrees
Parameters
- number yaw: The rotation around the y-axis in degrees
- number pitch: The rotation around the x-axis in degrees
- number roll: The rotation around the z-axis in degrees
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:SetEulerAngles(45, 30, 60)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is: [" + x + ", " + y + ", " + z + ", " + w + "]"
SetEulerAnglesRadians(number yaw, number pitch, number roll)
This action sets the quaternion to the given euler angles in radians
Parameters
- number yaw: The rotation around the y-axis in radians
- number pitch: The rotation around the x-axis in radians
- number roll: The rotation around the z-axis in radians
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Math
Math math
Quaternion quaternion
quaternion:SetEulerAnglesRadians(math:pi / 4, math:pi / 6, math:pi / 3)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is: [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromAxes(boolean normalizeAxes, number xAxisX, number xAxisY, number xAxisZ, number yAxisX, number yAxisY, number yAxisZ, number zAxisX, number zAxisY, number zAxisZ)
This action sets the quaternion from the given x, y, and z axes which all have to be orthogonal.
Parameters
- boolean normalizeAxes: whether to normalize the axes, which is necessary if they contain scaling
- number xAxisX: The x component of the x axis
- number xAxisY: The y component of the x axis
- number xAxisZ: The z component of the x axis
- number yAxisX: The x component of the y axis
- number yAxisY: The y component of the y axis
- number yAxisZ: The z component of the y axis
- number zAxisX: The x component of the z axis
- number zAxisY: The y component of the z axis
- number zAxisZ: The z component of the z axis
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:SetFromAxes(true, 4, 0, 5, 0, 4, 5, 0, 0, 4)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromAxes(number xAxisX, number xAxisY, number xAxisZ, number yAxisX, number yAxisY, number yAxisZ, number zAxisX, number zAxisY, number zAxisZ)
This action sets the quaternion from the given x, y, and z axes which all have to be orthogonal.
Parameters
- number xAxisX: The x component of the x axis
- number xAxisY: The y component of the x axis
- number xAxisZ: The z component of the x axis
- number yAxisX: The x component of the y axis
- number yAxisY: The y component of the y axis
- number yAxisZ: The z component of the y axis
- number zAxisX: The x component of the z axis
- number zAxisY: The y component of the z axis
- number zAxisZ: The z component of the z axis
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:SetFromAxes(0.625, 0, 0.781, 0, 0.625, 0.781, 0, 0, 1)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromAxis(number x, number y, number z, number degrees)
This action sets the quaternion from the given axis and angle around that axis.
Parameters
- number x: The x component of the axis
- number y: The y component of the axis
- number z: The z component of the axis
- number degrees: The angle around the axis in degrees
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:SetFromAxis(1, 0, 0, 45)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromAxis(Libraries.Compute.Vector3 axis, number degrees)
This action sets the quaternion from the given axis and angle around that axis.
Parameters
- Libraries.Compute.Vector3: The axis
- number degrees: The angle around the axis in degrees
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
Quaternion quaternion
Vector3 axis
axis:Set(1, 0, 0)
quaternion:SetFromAxis(axis, 45)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromAxisRadians(number x, number y, number z, number radians)
This action sets the quaternion from the given axis and angle around that axis.
Parameters
- number x: The x component of the axis
- number y: The y component of the axis
- number z: The z component of the axis
- number radians
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Math
Math math
Quaternion quaternion
quaternion:SetFromAxisRadians(1, 0, 0, math:pi / 4)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromAxisRadians(Libraries.Compute.Vector3 axis, number radians)
This action sets the quaternion from the given axis and angle around that axis.
Parameters
- Libraries.Compute.Vector3: The axis
- number radians
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
use Libraries.Compute.Math
Math math
Quaternion quaternion
Vector3 axis
axis:Set(1, 0, 0)
quaternion:SetFromAxisRadians(axis, math:pi / 4)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromCross(Libraries.Compute.Vector3 vector1, Libraries.Compute.Vector3 vector2)
This action sets the quaternion to be the rotation between the two passed vectors
Parameters
- Libraries.Compute.Vector3: The first vector
- Libraries.Compute.Vector3: The second vector
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
Quaternion quaternion
Vector3 first
Vector3 second
first:Set(2, 3, 4)
second:Set(4, 3, 6)
quaternion:SetFromCross(first, second)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromCross(number x1, number y1, number z1, number x2, number y2, number z2)
This action sets the quaternion to be the rotation between the two passed vectors
Parameters
- number x1: The x component of the first vector
- number y1: The y component of the first vector
- number z1: The z component of the first vector
- number x2: The x component of the second vector
- number y2: The y component of the second vector
- number z2: The z component of the second vector
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:SetFromCross(2, 3, 4, 4, 3, 6)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromMatrix(Libraries.Compute.Matrix3 matrix)
This action sets the quaternion using the passed matrix.
Parameters
- Libraries.Compute.Matrix3: The matrix to use to set the quaternion
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Matrix3
Quaternion quaternion
Matrix3 matrix
matrix:Set(4, 0, 5, 0, 4, 5, 0, 0, 4)
quaternion:SetFromMatrix(matrix)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromMatrix(Libraries.Compute.Matrix4 matrix)
This action sets the quaternion using the passed matrix.
Parameters
- Libraries.Compute.Matrix4: The matrix to use to set the quaternion
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Matrix4
Quaternion quaternion
Matrix4 matrix
matrix:Set(4, 0, 5, 0, 0, 4, 5, 0, 0, 0, 4, 0, 0, 0, 0, 4)
quaternion:SetFromMatrix(matrix)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromMatrix(boolean normalizeAxes, Libraries.Compute.Matrix3 matrix)
This action sets the quaternion using the passed matrix.
Parameters
- boolean normalizeAxes: whether to remove any scaling. If true, scaling is removed from the matrix
- Libraries.Compute.Matrix3: The matrix to use to set the quaternion
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Matrix3
Quaternion quaternion
Matrix3 matrix
matrix:Set(4, 0, 5, 0, 4, 5, 0, 0, 4)
quaternion:SetFromMatrix(true, matrix)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetFromMatrix(boolean normalizeAxes, Libraries.Compute.Matrix4 matrix)
This action sets the quaternion using the passed matrix.
Parameters
- boolean normalizeAxes: whether to remove any scaling. If true, scaling is removed from the matrix
- Libraries.Compute.Matrix4: The matrix to use to set the quaternion
Return
Libraries.Compute.Quaternion: The quaternion after setting
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Matrix4
Quaternion quaternion
Matrix4 matrix
matrix:Set(4, 0, 5, 0, 0, 4, 5, 0, 0, 0, 4, 0, 0, 0, 0, 4)
quaternion:SetFromMatrix(true, matrix)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SetToIdentity()
This action sets the quaternion to the identity quaternion.
Return
Libraries.Compute.Quaternion: The quaternion as the identity quaternion
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
quaternion:SetToIdentity()
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The identity quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SphericalLinearInterpolation(Libraries.Containers.Array<Libraries.Compute.Quaternion> quaternions, Libraries.Containers.Array<number> weights)
This action performs a spherical linear interpolation on multiple quaternions and stores the result in the calling quaternion.
Parameters
- Libraries.Containers.Array: The array holding the quaternions to spherically linear interpolate
- Libraries.Containers.Array: The array holding the weights of the quaternions
Return
Libraries.Compute.Quaternion: The quaternion with the result of all the spherical linear interpolations
Example
use Libraries.Compute.Quaternion
use Libraries.Containers.Array
Array<Quaternion> quaternions
Array<number> weights
Quaternion quaternion1
quaternion1:Set(1, 2, 3, 4)
Quaternion quaternion2
quaternion2:Set(5, 6, 7, 8)
Quaternion quaternion3
quaternion3:Set(9, 10, 11, 12)
Quaternion quaternion4
quaternion4:Set(13, 14, 15, 16)
quaternions:Add(quaternion2)
quaternions:Add(quaternion3)
quaternions:Add(quaternion4)
weights:Add(0.5)
weights:Add(0.5)
weights:Add(0.5)
quaternion1:SphericalLinearInterpolation(quaternions, weights)
number x = quaternion1:GetX()
number y = quaternion1:GetY()
number z = quaternion1:GetZ()
number w = quaternion1:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SphericalLinearInterpolation(Libraries.Compute.Quaternion endQuaternion, number alpha)
This action performs a spherical linear interpolation between this quaternion and the passed quaternion by the passed alpha value.
Parameters
- Libraries.Compute.Quaternion: The end quaternion
- number alpha: The alpha value (must be between 0, and 1, inclusive
Return
Libraries.Compute.Quaternion: The spherical linear interpolation between the two quaternions
Example
use Libraries.Compute.Quaternion
Quaternion quaternion
Quaternion endQuaternion
quaternion:Set(1, 2, 3, 4)
endQuaternion:Set(5, 4, 6, 2)
quaternion:SphericalLinearInterpolation(endQuaternion, 0.5)
number x = quaternion:GetX()
number y = quaternion:GetY()
number z = quaternion:GetZ()
number w = quaternion:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
SphericalLinearInterpolation(Libraries.Containers.Array<Libraries.Compute.Quaternion> quaternions)
This action performs a spherical linear interpolation on multiple quaternions and stores the result in the calling quaternion.
Parameters
- Libraries.Containers.Array: The array holding the quaternions to spherically linear interpolate
Return
Libraries.Compute.Quaternion: The quaternion with the result of all the spherical linear interpolations
Example
use Libraries.Compute.Quaternion
use Libraries.Containers.Array
Array<Quaternion> quaternions
Quaternion quaternion1
quaternion1:Set(1, 2, 3, 4)
Quaternion quaternion2
quaternion2:Set(5, 6, 7, 8)
Quaternion quaternion3
quaternion3:Set(9, 10, 11, 12)
Quaternion quaternion4
quaternion4:Set(13, 14, 15, 16)
quaternions:Add(quaternion2)
quaternions:Add(quaternion3)
quaternions:Add(quaternion4)
quaternion1:SphericalLinearInterpolation(quaternions)
number x = quaternion1:GetX()
number y = quaternion1:GetY()
number z = quaternion1:GetZ()
number w = quaternion1:GetW()
output "The quaternion is [" + x + ", " + y + ", " + z + ", " + w + "]"
ToMatrix()
This action builds a 4x4 matrix (a Matrix4 object) with the rotation matrix represented by this quaternion.
Return
Libraries.Compute.Matrix4: The matrix built from this quaternion
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Matrix4
Quaternion quaternion
Matrix4 matrix
quaternion:Set(1, 2, 3, 4)
matrix = quaternion:ToMatrix()
number row0column0 = matrix:row0column0
number row0column1 = matrix:row0column1
number row0column2 = matrix:row0column2
number row0column3 = matrix:row0column3
number row1column0 = matrix:row1column0
number row1column1 = matrix:row1column1
number row1column2 = matrix:row1column2
number row1column3 = matrix:row1column3
number row2column0 = matrix:row2column0
number row2column1 = matrix:row2column1
number row2column2 = matrix:row2column2
number row2column3 = matrix:row2column3
number row3column0 = matrix:row3column0
number row3column1 = matrix:row3column1
number row3column2 = matrix:row3column2
number row3column3 = matrix:row3column3
output "The matrix is:"
output "|" + row0column0 + ", " + row0column1 + ", " + row0column2 + ", " + row0column3 + "|"
output "|" + row1column0 + ", " + row1column1 + ", " + row1column2 + ", " + row1column3 + "|"
output "|" + row2column0 + ", " + row2column1 + ", " + row2column2 + ", " + row2column3 + "|"
output "|" + row3column0 + ", " + row3column1 + ", " + row3column2 + ", " + row3column3 + "|"
Transform(Libraries.Compute.Vector3 vector)
This action transforms the passed vector using the quaternion.
Parameters
- Libraries.Compute.Vector3: The vector to transform
Return
Libraries.Compute.Vector3: The transformed vector
Example
use Libraries.Compute.Quaternion
use Libraries.Compute.Vector3
Quaternion quaternion
Vector3 vector
quaternion:Set(1, 2, 3, 4)
vector:Set(3, 4, 7)
quaternion:Transform(vector)
number x = vector:GetX()
number y = vector:GetY()
number z = vector:GetZ()
output "The transformed vector is [" + x + ", " + y + ", " + z + "]"
On this page
Variables TableAction Documentation- Add(number x, number y, number z, number w)
- Add(Libraries.Compute.Quaternion quaternion)
- Compare(Libraries.Language.Object object)
- Conjugate()
- Copy()
- DotProduct(number x, number y, number z, number w)
- DotProduct(Libraries.Compute.Quaternion other)
- DotProduct(number x1, number y1, number z1, number w1, number x2, number y2, number z2, number w2)
- Equals(Libraries.Language.Object object)
- Exponent(number alpha)
- GetAngle()
- GetAngleAround(Libraries.Compute.Vector3 axis)
- GetAngleAround(number axisX, number axisY, number axisZ)
- GetAngleAroundRadians(number axisX, number axisY, number axisZ)
- GetAngleAroundRadians(Libraries.Compute.Vector3 axis)
- GetAngleRadians()
- GetAxisAngle(Libraries.Compute.Vector3 axis)
- GetAxisAngleRadians(Libraries.Compute.Vector3 axis)
- GetGimbalPole()
- GetHashCode()
- GetPitch()
- GetPitchRadians()
- GetRoll()
- GetRollRadians()
- GetSwingTwist(Libraries.Compute.Vector3 axis, Libraries.Compute.Quaternion swing, Libraries.Compute.Quaternion twist)
- GetSwingTwist(number axisX, number axisY, number axisZ, Libraries.Compute.Quaternion swing, Libraries.Compute.Quaternion twist)
- GetW()
- GetX()
- GetY()
- GetYaw()
- GetYawRadians()
- GetZ()
- IsIdentity()
- IsIdentity(number tolerance)
- Length(number x, number y, number z, number w)
- Length()
- LengthSquared()
- LengthSquared(number x, number y, number z, number w)
- MakeInverse()
- Multiply(Libraries.Compute.Vector3 inputVector)
- Multiply(number scalar)
- Multiply(number x, number y, number z, number w)
- Multiply(Libraries.Compute.Quaternion other)
- Normalize()
- QuaternionRotate(Libraries.Compute.Vector3 v)
- Set(number x, number y, number z, number w)
- Set(Libraries.Compute.Vector3 axis, number angle)
- Set(Libraries.Compute.Quaternion quaternion)
- SetAsShortestArcQuaternion(Libraries.Compute.Vector3 v0, Libraries.Compute.Vector3 v1)
- SetEulerAngles(number yaw, number pitch, number roll)
- SetEulerAnglesRadians(number yaw, number pitch, number roll)
- SetFromAxes(boolean normalizeAxes, number xAxisX, number xAxisY, number xAxisZ, number yAxisX, number yAxisY, number yAxisZ, number zAxisX, number zAxisY, number zAxisZ)
- SetFromAxes(number xAxisX, number xAxisY, number xAxisZ, number yAxisX, number yAxisY, number yAxisZ, number zAxisX, number zAxisY, number zAxisZ)
- SetFromAxis(number x, number y, number z, number degrees)
- SetFromAxis(Libraries.Compute.Vector3 axis, number degrees)
- SetFromAxisRadians(number x, number y, number z, number radians)
- SetFromAxisRadians(Libraries.Compute.Vector3 axis, number radians)
- SetFromCross(Libraries.Compute.Vector3 vector1, Libraries.Compute.Vector3 vector2)
- SetFromCross(number x1, number y1, number z1, number x2, number y2, number z2)
- SetFromMatrix(Libraries.Compute.Matrix3 matrix)
- SetFromMatrix(Libraries.Compute.Matrix4 matrix)
- SetFromMatrix(boolean normalizeAxes, Libraries.Compute.Matrix3 matrix)
- SetFromMatrix(boolean normalizeAxes, Libraries.Compute.Matrix4 matrix)
- SetToIdentity()
- SphericalLinearInterpolation(Libraries.Containers.Array
quaternions, Libraries.Containers.Array weights) - SphericalLinearInterpolation(Libraries.Compute.Quaternion endQuaternion, number alpha)
- SphericalLinearInterpolation(Libraries.Containers.Array
quaternions) - ToMatrix()
- Transform(Libraries.Compute.Vector3 vector)