SQuaternion

Index

Functions Index

Properties Index

Functions

ToString

string ToString ()

Converts a quaternion to a human readable string

aQuaternion = Quaternion.New(0.0, 1.0, 0.0, 0.0)
theString = aQuaternion.ToString()

Angle

float Angle (SQuaternion b)

Returns the angle between two quaternions

local newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707);
local otherQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0);
angle = newQuat.Angle(otherQuat);

Space.Log(angle);
-- prints 90.0173034667969

Lerp

SQuaternion Lerp (SQuaternion b, float t)

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

QuatA = Quaternion.New(0.0, 0.707, 0.0, 0.707)
QuatB = Quaternion.New(0.0, 1.0, 0.0, 0.0)
QuatLerpAB = QuatA.Lerp(QuatB, Space.Time * 0.1)
local cube = Space.Host.ExecutingObject

local fromQuat = cube.LocalRotation
local toQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707)
local speed = 0.1

-- The cube will rotate 90 degrees from current rotation by speed amount.
local moveCube = function()
  cube.LocalRotation = fromQuat.Lerp(toQuat, Space.Time * speed);
end

cube.OnUpdate(moveCube)

Slerp

SQuaternion Slerp (SQuaternion b, float t)

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

QuatA = Quaternion.New(0.0, 0.707, 0.0, 0.707)
QuatB = Quaternion.New(0.0, 1.0, 0.0, 0.0)
QuatLerpAB = QuatA.Slerp(QuatB, Space.Time * 0.1)
local cube = Space.Host.ExecutingObject;

local fromQuat = cube.LocalRotation;
local toQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0);
local speed = 0.1;

-- The cube will rotate 180 degrees from current rotation by speed amount.
local moveCube = function()
  cube.LocalRotation = fromQuat.Slerp(toQuat, Space.Time * speed)
end

cube.OnUpdate(moveCube)

RotateTowards

SQuaternion RotateTowards (SQuaternion b, float delta)

Rotates this towards other, by no more than t degrees

QuatA = Quaternion.New(0.0, 0.707, 0.0, 0.707)
QuatB = Quaternion.New(0.0, 1.0, 0.0, 0.0)
ARotatedTowardB = QuatA.RotateTowards(QuatB, Space.Time * 0.1)
local cube = Space.Host.ExecutingObject

local fromQuat = cube.LocalRotation
local target = Quaternion.New(0.0, 0.707, 0.0, 0.707)
local speed = 10.0

-- The cube will rotate 90 degrees from current rotation by step amount.
local moveCube = function()
  local step = speed * Space.Time
  cube.LocalRotation = fromQuat.RotateTowards(target, step)
end

cube.OnUpdate(moveCube)

Dot

float Dot (SQuaternion b)

Returns the dot product of this and another quaternion

local quat = Quaternion.New(0.0, 0.707, 0.0, 0.707);
local quatOther = Quaternion.New(0.0, 0.0, 0.0, 1.0);
Space.Log(quat.Dot(quatOther));
-- prints 0.707000017166138

Equals

bool Equals (SQuaternion other)

Function Description

QuatA = Quaternion.New(0.0, 0.707, 0.0, 0.707)
QuatB = Quaternion.New(0.0, 1.0, 0.0, 0.0)
isEqual = QuatA.Equals(QuatB)

New

static SQuaternion New (float x, float y, float z, float w)

Creates a new Quaternion

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

Euler

static SQuaternion Euler (float x, float y, float z)

Creates a quaternion using Euler angles.

newQuat = Quaternion.Euler(0.0, 90.0, 0.0)

AngleAxis

static SQuaternion AngleAxis (SVector axis, float angle)

Creates a quaternion from an Angle/Axis pair

newVector = Vector.New(0.0, 90.0, 0.0)
newQuat = Quaternion.AngleAxis(newVector, 90.0)

LookRotation

static SQuaternion LookRotation (SVector forward) static SQuaternion LookRotation (SVector forward, SVector up)

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

local newQuat = Quaternion.LookRotation(Vector.Forward);
-- or
local newQuat = Quaternion.LookRotation(Vector.Forward, Vector.Up);

operator*

static SVector operator* (SQuaternion a, SVector b) static SQuaternion operator* (SQuaternion a, SQuaternion b)

The result of using the * operator.

newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newVector = Vector.Forward
rotatedVector = newQuat * newVector

--or

newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707)
newVector = Vector.New(0.0, 0.0, 0.0)
rotatedVector = newQuat * newQuat

FromToRotation

static SQuaternion FromToRotation (SVector a, SVector b)

Creates a rotation which rotates from a to b.

Usually you use this to rotate a transform so that one of its axes eg. the y-axis - follows a target direction b in world space.

VectorA = Vector.New(0.0,1.0,0.0)
VectorB = Vector.New(1.0,0.0,0.0)
QuaternionFromToRotation = Quaternion.FromToRotation(VectorA, VectorB)

Properties

X

float X get set

X axis

newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newQuat.X = 40.0
obj = Space.Host.ExecutingObject
originalRot = obj.LocalRotation

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

newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newQuat.Y = 40.0
 obj = Space.Host.ExecutingObject
 originalRot = obj.LocalRotation

 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

newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newQuat.Z = 40.0
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

newQuat = Quaternion.New(0.0, 1.0, 0.0, 0.0)
newQuat.W = 40.0
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);

EulerAngles

SVector EulerAngles get

Returns the Euler rotation for this Quaternion

newQuat = Quaternion.New(0.0, 0.707, 0.0, 0.707)
euler = newQuat.EulerAngles

Inverse

SQuaternion Inverse get

Returns the inverse of this quaternion

quat = Quaternion.New(0.0, 0.707, 0.0, 0.707)
inverseQuat = quat.Inverse

Identity

static SQuaternion Identity get

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

identity = Quaternion.Identity

Last updated

Sinespace® is a registered trademark of Sine Wave Entertainment Ltd, All Rights Reserved.