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Namespace SpiderGL.Math.Quat

The SpiderGL.Math.Quat namespace defines operations on quaternions.

Namespace Summary
Constructor Attributes Constructor Name and Description
 
The SpiderGL.Math.Quat namespace.

Method Summary

Method Attributes Method Name and Description
<static>  
SpiderGL.Math.Quat.copy$(p, q)
<static>  
SpiderGL.Math.Quat.dup(q)
Duplicates the input quaternion.
<static>  
SpiderGL.Math.Quat.from33(m)
<static>  
SpiderGL.Math.Quat.from44(m)
<static>  
SpiderGL.Math.Quat.fromAngleAxis(angle, axis)
<static>  
SpiderGL.Math.Quat.fromEulerAngles(x, y, z)
<static>  
SpiderGL.Math.Quat.identity()
Creates an identity quaternion.
<static>  
SpiderGL.Math.Quat.identity$(q)
<static>  
SpiderGL.Math.Quat.inverse(q)
Inverts a quaternion.
<static>  
SpiderGL.Math.Quat.invert$(q)
<static>  
SpiderGL.Math.Quat.mul(p, q)
Multiplies two quaternions.
<static>  
SpiderGL.Math.Quat.mul$(q)
<static>  
SpiderGL.Math.Quat.muls(q, s)
Multiplies a quaternion by a scalar.
<static>  
SpiderGL.Math.Quat.muls$(q, s)
<static>  
SpiderGL.Math.Quat.normalize(q)
<static>  
SpiderGL.Math.Quat.normalize$(q)
<static>  
SpiderGL.Math.Quat.to33(q)
<static>  
SpiderGL.Math.Quat.to44(q)
<static>  
SpiderGL.Math.Quat.toAngleAxis(q)
<static>  
SpiderGL.Math.Quat.toEulerAngles(q)

Namespace Detail

SpiderGL.Math.Quat
The SpiderGL.Math.Quat namespace. The provided functions operate on quaternions, represented as standard JavaScript arrays of length 4. The identity quaternion is represented as the vector [0, 0, 0, 1].

Method Detail

  • <static> SpiderGL.Math.Quat.copy$(p, q)
    Parameters:
    p
    q
  • <static> {array} SpiderGL.Math.Quat.dup(q)
    Duplicates the input quaternion.
    Parameters:
    {array} q
    The input quaternion.
    Returns:
    {array} A new 4-component array r, where r[i] = q[i] (same as q.slice(0, 4)).
  • <static> SpiderGL.Math.Quat.from33(m)
    Parameters:
    m
  • <static> SpiderGL.Math.Quat.from44(m)
    Parameters:
    m
  • <static> SpiderGL.Math.Quat.fromAngleAxis(angle, axis)
    Parameters:
    angle
    axis
  • <static> SpiderGL.Math.Quat.fromEulerAngles(x, y, z)
    Parameters:
    x
    y
    z
  • <static> {array} SpiderGL.Math.Quat.identity()
    Creates an identity quaternion. The identity quaternion is represented as the vector [0, 0, 0, 1].
    Returns:
    {array} A new 4-component array r, where r = [0, 0, 0, 1].
  • <static> SpiderGL.Math.Quat.identity$(q)
    Parameters:
    q
  • <static> {array} SpiderGL.Math.Quat.inverse(q)
    Inverts a quaternion.
    Parameters:
    {array} q
    The input quaternion.
    Returns:
    {array} A new 4-component array r, where r = [-q[0], -q[1], -q[2], q[3]].
  • <static> SpiderGL.Math.Quat.invert$(q)
    Parameters:
    q
  • <static> {array} SpiderGL.Math.Quat.mul(p, q)
    Multiplies two quaternions.
    Parameters:
    {array} p
    The first quaternion multiplication operand.
    {array} q
    The second quaternion multiplication quaternion.
    Returns:
    {array} A new 4-component array r, where r = [-q[0], -q[1], -q[2], q[3]].
  • <static> SpiderGL.Math.Quat.mul$(q)
    Parameters:
    q
  • <static> {array} SpiderGL.Math.Quat.muls(q, s)
    Multiplies a quaternion by a scalar.
    Parameters:
    {array} q
    The first quaternion multiplication operand.
    {number} s
    The second scalar multiplication operand.
    Returns:
    {array} A new 4-component array r, where r[i] = q[i]*s.
  • <static> SpiderGL.Math.Quat.muls$(q, s)
    Parameters:
    q
    s
  • <static> SpiderGL.Math.Quat.normalize(q)
    Parameters:
    q
  • <static> SpiderGL.Math.Quat.normalize$(q)
    Parameters:
    q
  • <static> SpiderGL.Math.Quat.to33(q)
    Parameters:
    q
  • <static> SpiderGL.Math.Quat.to44(q)
    Parameters:
    q
  • <static> SpiderGL.Math.Quat.toAngleAxis(q)
    Parameters:
    q
  • <static> SpiderGL.Math.Quat.toEulerAngles(q)
    Parameters:
    q