mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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231 lines
8.8 KiB
XML
231 lines
8.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Quaternion" version="4.2">
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<brief_description>
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Quaternion.
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</brief_description>
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<description>
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A unit quaternion used for representing 3D rotations. Quaternions need to be normalized to be used for rotation.
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It is similar to Basis, which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. Basis stores rotation, scale, and shearing, while Quaternion only stores rotation.
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Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
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</description>
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<tutorials>
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<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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<method name="Quaternion">
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<return type="Quaternion" />
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<argument index="0" name="from" type="Basis" />
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<description>
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Constructs a quaternion from the given [Basis].
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</description>
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</method>
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<method name="Quaternion">
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<return type="Quaternion" />
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<argument index="0" name="euler" type="Vector3" />
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<description>
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Constructs a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
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</description>
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</method>
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<method name="Quaternion">
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<return type="Quaternion" />
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<argument index="0" name="axis" type="Vector3" />
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<argument index="1" name="angle" type="float" />
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<description>
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Constructs a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector.
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</description>
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</method>
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<method name="Quaternion">
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<return type="Quaternion" />
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<argument index="0" name="x" type="float" />
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<argument index="1" name="y" type="float" />
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<argument index="2" name="z" type="float" />
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<argument index="3" name="w" type="float" />
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<description>
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Constructs a quaternion defined by the given values.
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</description>
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</method>
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<method name="angle_to">
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<return type="float" />
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<argument index="0" name="to" type="Quaternion" />
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<description>
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Returns the angle between this quaternion and [code]to[/code]. This is the magnitude of the angle you would need to rotate by to get from one to the other.
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[b]Note:[/b] This method has an abnormally high amount of floating-point error, so methods such as [method @GDScript.is_zero_approx] will not work reliably.
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</description>
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</method>
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<method name="cubic_slerp">
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<return type="Quaternion" />
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<argument index="0" name="b" type="Quaternion" />
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<argument index="1" name="pre_a" type="Quaternion" />
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<argument index="2" name="post_b" type="Quaternion" />
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<argument index="3" name="weight" type="float" />
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<description>
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Performs a cubic spherical interpolation between quaternions [code]pre_a[/code], this vector, [code]b[/code], and [code]post_b[/code], by the given amount [code]weight[/code].
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</description>
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</method>
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<method name="dot">
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<return type="float" />
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<argument index="0" name="b" type="Quaternion" />
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<description>
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Returns the dot product of two quaternions.
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</description>
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</method>
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<method name="exp">
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<return type="Quaternion" />
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<description>
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</description>
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</method>
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<method name="get_angle">
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<return type="float" />
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<description>
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</description>
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</method>
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<method name="get_axis">
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<return type="Vector3" />
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<description>
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</description>
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</method>
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<method name="get_euler">
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<return type="Vector3" />
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<description>
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Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
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</description>
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</method>
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<method name="get_euler_xyz">
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<return type="Vector3" />
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<description>
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</description>
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</method>
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<method name="get_euler_yxz">
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<return type="Vector3" />
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<description>
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</description>
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</method>
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<method name="inverse">
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<return type="Quaternion" />
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<description>
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Returns the inverse of the quaternion.
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</description>
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</method>
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<method name="is_equal_approx">
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<return type="bool" />
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<argument index="0" name="quat" type="Quaternion" />
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<description>
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Returns [code]true[/code] if this quaternion and [code]quat[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
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</description>
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</method>
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<method name="is_normalized">
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<return type="bool" />
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<description>
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Returns whether the quaternion is normalized or not.
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</description>
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</method>
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<method name="length">
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<return type="float" />
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<description>
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Returns the length of the quaternion.
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</description>
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</method>
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<method name="length_squared">
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<return type="float" />
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<description>
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Returns the length of the quaternion, squared.
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</description>
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</method>
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<method name="log">
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<return type="Quaternion" />
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<description>
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</description>
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</method>
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<method name="normalize">
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<description>
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</description>
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</method>
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<method name="normalized">
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<return type="Quaternion" />
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<description>
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Returns a copy of the quaternion, normalized to unit length.
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</description>
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</method>
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<method name="set_axis_angle">
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<argument index="0" name="axis" type="Vector3" />
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<argument index="1" name="angle" type="float" />
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<description>
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Sets the quaternion to a rotation which rotates around axis by the specified angle, in radians. The axis must be a normalized vector.
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</description>
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</method>
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<method name="set_euler">
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<argument index="0" name="euler" type="Vector3" />
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<description>
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Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
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</description>
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</method>
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<method name="set_euler_xyz">
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<argument index="0" name="euler" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="set_euler_yxz">
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<argument index="0" name="euler" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="slerp">
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<return type="Quaternion" />
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<argument index="0" name="to" type="Quaternion" />
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<argument index="1" name="weight" type="float" />
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<description>
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Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code].
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[b]Note:[/b] Both quaternions must be normalized.
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</description>
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</method>
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<method name="slerpni">
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<return type="Quaternion" />
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<argument index="0" name="to" type="Quaternion" />
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<argument index="1" name="weight" type="float" />
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<description>
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Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code], but without checking if the rotation path is not bigger than 90 degrees.
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</description>
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</method>
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<method name="spherical_cubic_interpolate">
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<return type="Quaternion" />
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<argument index="0" name="b" type="Quaternion" />
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<argument index="1" name="pre_a" type="Quaternion" />
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<argument index="2" name="post_b" type="Quaternion" />
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<argument index="3" name="weight" type="float" />
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<description>
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</description>
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</method>
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<method name="xform">
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<return type="Vector3" />
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<argument index="0" name="v" type="Vector3" />
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<description>
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Returns a vector transformed (multiplied) by this quaternion.
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</description>
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</method>
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</methods>
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<members>
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<member name="w" type="float" setter="" getter="" default="1.0">
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W component of the quaternion (real part).
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Quaternion components should usually not be manipulated directly.
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</member>
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<member name="x" type="float" setter="" getter="" default="0.0">
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X component of the quaternion (imaginary [code]i[/code] axis part).
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Quaternion components should usually not be manipulated directly.
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</member>
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<member name="y" type="float" setter="" getter="" default="0.0">
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Y component of the quaternion (imaginary [code]j[/code] axis part).
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Quaternion components should usually not be manipulated directly.
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</member>
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<member name="z" type="float" setter="" getter="" default="0.0">
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Z component of the quaternion (imaginary [code]k[/code] axis part).
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Quaternion components should usually not be manipulated directly.
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</member>
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</members>
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<constants>
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<constant name="IDENTITY" value="Quaternion( 0, 0, 0, 1 )">
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The identity quaternion, representing no rotation. Equivalent to an identity [Basis] matrix. If a vector is transformed by an identity quaternion, it will not change.
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</constant>
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</constants>
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</class>
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