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Difference between revisions of "Scripting/SQuaternion"

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''-- prints [0, 90, 0]''}}
 
''-- prints [0, 90, 0]''}}
  
{{ScriptFunction|SVector|OVERLOAD|*(SQuaternion, SVector)|Rotates a vector by a quaternion}}
+
{{ScriptFunction|SVector|OVERLOAD|*(SQuaternion, SVector)|Rotates a vector by a quaternion|5=
 +
local newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0);
 +
local newVector = Vector.Forward;<br>
 +
rotatedVector =  newQuat * newVector;<br><br>
 +
 
 +
Space.Log(rotatedVector);<br>
 +
''-- prints [0, 0, -1]''}}
  
 
{{ScriptFunction|SQuaternion|OVERLOAD|*(SQuaternion, SQuaternion)|Rotates a quaternion by a quaternion|5=
 
{{ScriptFunction|SQuaternion|OVERLOAD|*(SQuaternion, SQuaternion)|Rotates a quaternion by a quaternion|5=
Line 85: Line 91:
 
rotatedVector = newQuat * newQuat;<br><br>
 
rotatedVector = newQuat * newQuat;<br><br>
  
-- rotatedVector is a quaternion with value [0.0, 1.0, 0.0, 0.0]<br>
+
''-- rotatedVector is a quaternion with value [0.0, 1.0, 0.0, 0.0]''<br>
-- which is [0.0, 180.0, 0.0] Euler angles
+
''-- which is [0.0, 180.0, 0.0] Euler angles''}}
}}
+
  
 
{{ScriptFunction|float|Angle|(SQuaternion other);|Returns the angle between two quaternions}}
 
{{ScriptFunction|float|Angle|(SQuaternion other);|Returns the angle between two quaternions}}

Revision as of 01:36, 7 July 2017

The SQuaternion struct contains a simple 4D vector of X, Y, Z and W floats designed to represent rotations with orientation.

Fields

X

float X { get; set; }

X axis

local obj = Space.Host.ExecutingObject;

local originalRot = obj.LocalRotation;
obj.SubscribeToEvents();

local onStartMethod = function()
  Space.Log(originalRot.x);
  -- prints the X component of this object as a float

  originalRot.x = 0.25;
  -- assigns 0.25 value to the X component

  obj.LocalRotation = originalRot;
  -- sets the the new rotation
end

obj.OnStart(onStartMethod);


Y

float Y { get; set; }

Y axis

local obj = Space.Host.ExecutingObject;

local originalRot = obj.LocalRotation;
obj.SubscribeToEvents();

local onStartMethod = function()
  Space.Log(originalRot.y);
  -- prints the Y component of this object as a float

  originalRot.y = 0.25;
  -- assigns 0.25 value to the Y component

  obj.LocalRotation = originalRot;
  -- sets the the new rotation
end

obj.OnStart(onStartMethod);


Z

float Z { get; set; }

Z axis

local obj = Space.Host.ExecutingObject;

local originalRot = obj.LocalRotation;
obj.SubscribeToEvents();

local onStartMethod = function()
  Space.Log(originalRot.z);
  -- prints the Z component of this object as a float

  originalRot.z = 0.25;
  -- assigns 0.25 value to the Z component

  obj.LocalRotation = originalRot;
  -- sets the the new rotation
end

obj.OnStart(onStartMethod);


W

float W { get; set; }

W axis

local obj = Space.Host.ExecutingObject;

local originalRot = obj.LocalRotation;
obj.SubscribeToEvents();

local onStartMethod = function()
  Space.Log(originalRot.w);
  -- prints the W component of this object as a float

  originalRot.w = 0.25;
  -- assigns 0.25 value to the W component

  obj.LocalRotation = originalRot;
  -- sets the the new rotation
end

obj.OnStart(onStartMethod);


Constructors

__new

SQuaternion __new (float x, float y, float z, float w)

Initialises quaternion from four floats

local newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707);

-- creates a new quaternion with value [0.0, 0.707, 0.0, 0.707]

-- which is [0.0, 90.0, 0.0] Euler angles


__new

SQuaternion __new (float x, float y, float z)

Creates a quaternion from 3 Euler floats (i.e. 3x 0-360' angles)

No example provided yet


__new

SQuaternion __new (SVector angle, float axis)

Creates a quaternion from a Angle / Axis pair

No example provided yet


__new

SQuaternion __new (SVector forward)

Creates a quaternion a forward vector; presuming up is (0,1,0)

No example provided yet


__new

SQuaternion __new (SVector forward, SVector up)

Creates a quaternion a forward and up vector pair

No example provided yet


Members

Note: Add/Scale/Divide are also implemented as operators (e.g. A + B, A += B)

EulerAngles

SVector EulerAngles { get; }

Returns the Euler rotation for this Quaternion

local newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707);

local euler = newQuat.EulerAngles;
Space.Log(euler);

-- prints [0, 90, 0]


OVERLOAD

SVector OVERLOAD *(SQuaternion, SVector)

Rotates a vector by a quaternion

local newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0);

local newVector = Vector.Forward;
rotatedVector = newQuat * newVector;

Space.Log(rotatedVector);

-- prints [0, 0, -1]


OVERLOAD

SQuaternion OVERLOAD *(SQuaternion, SQuaternion)

Rotates a quaternion by a quaternion

local newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707);

local newVector = Vector.New(0.0, 0.0, 0.0);
rotatedVector = newQuat * newQuat;

-- rotatedVector is a quaternion with value [0.0, 1.0, 0.0, 0.0]

-- which is [0.0, 180.0, 0.0] Euler angles


Angle

float Angle (SQuaternion other);

Returns the angle between two quaternions

No example provided yet


Lerp

SQuaternion Lerp (SQuaternion other, float t);

Linearly interpolates between this and other quaternion, by factor t and returns the result

No example provided yet


Slerp

SQuaternion Slerp (SQuaternion other, float t);

Spherically interpolates between this and other quaternion, by factor t and returns the result

No example provided yet


RotateTowards

SQuaternion RotateTowards (SQuaternion other, float t);

Rotates this towards other, by no more than t degrees

No example provided yet


Dot

float Dot (SQuaternion other);

Returns the dot product of this and another quaternion

No example provided yet


Inverse

SQuaternion Inverse { get; }

Returns the inverse of this quaternion

No example provided yet


Static Members

Identity

SQuaternion Identity { get; }

Equivalent of new SQuaternion(0,0,0,1)

No example provided yet