This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::Math::quat Struct

Header: #include <UnigineMathLibQuat.h>

This class represents a quaternion type. Quaternions represent a rotation. Typically, they are used for smooth interpolation between two angles, and for avoiding the gimbal lock problem that can occur with euler angles.

Quaternions add a fourth element to the [x, y, z] values that define a vector, resulting in arbitrary 4-D vectors. The following example illustrates how each element of a unit quaternion relates to an axis-angle rotation, where q represents a unit quaternion (x, y, z, w), axis is normalized, and theta is the desired counterclockwise (CCW) rotation around the axis:

  • q.x = sin(theta/2) * axis.x
  • q.y = sin(theta/2) * axis.y
  • q.z = sin(theta/2) * axis.z
  • q.w = cos(theta/2)

Usage Example#

The following example creates a quaternion for node rotation: 45 degrees per second along X axis.

Notice
It's supposed that you have already created node instance to rotate.
Source code (C++)
// AppWorldLogic.cpp file

// Declaring a pointer for a World light source node
NodePtr node;

int AppWorldLogic::init()
{
	/* ... */
	
	// Trying to find a World Node source in the current world
	node = World::getNodeByType(Node::LIGHT_WORLD);

	return 1;
}

int AppWorldLogic::update()
{
	/* ... */

	// get delta time value
	float delta_time = Game::getIFps();

	// create quat for 45 degrees per second rotation along X axis
	Unigine::Math::quat rotation_delta = Unigine::Math::quat(1.0f, 0.0f, 0.0f, 45.0f * delta_time);

	// rotate the node if it exists
	if (node)
		node->worldRotate(rotation_delta);

	/* ... */
}

In the example above, the quaternion was initialized by using four values: 3 axis components (x,y,z) and angle (w component of the quaternion). 1 value of the X axis component shows that the rotation will be performed along X axis.

See Also#

quat Class

Members


quat ( float x_, float y_, float z_, float w_, ConstexprTag ) #

Constructor. Initializes the quaternion using given constant float values.

Arguments

  • float x_ - X component of the quaternion.
  • float y_ - Y component of the quaternion.
  • float z_ - Z component of the quaternion.
  • float w_ - W component of the quaternion.
  • ConstexprTag - Auxiliary tag.

quat ( ) #

Default constructor. Produces an identity quaternion (0.0, 0.0, 0.0, 1.0).

quat ( float x, float y, float z, float angle ) #

Constructor. Initializes the quaternion using the given rotation axis component values and angle.

Arguments

  • float x - X component of the rotation axis vector.
  • float y - Y component of the rotation axis vector.
  • float z - Z component of the rotation axis vector.
  • float angle - The angle of rotation around the axis.

quat ( float angle_x, float angle_y, float angle_z ) #

Constructor. Initializes the quaternion using given angles for each axis.

Arguments

  • float angle_x - Rotation angle along the X axis, in degrees.
  • float angle_y - Rotation angle along the Y axis, in degrees.
  • float angle_z - Rotation angle along the Z axis, in degrees.

quat ( const vec3& axis, float angle ) #

Constructor. Initializes the quaternion using given rotation axis and angle.

Arguments

  • const vec3& axis - Rotation axis.
  • float angle - Rotation angle, in degrees.

quat ( const vec3& col0, const vec3& col1, const vec3& col2 ) #

Constructor. Initializes the quaternion using three given matrix columns represented by vec3 vectors.

Arguments

  • const vec3& col0 - First matrix column.
  • const vec3& col1 - Second matrix column.
  • const vec3& col2 - Third matrix column.

quat ( const quat& q ) #

Constructor. Initializes the quaternion by copying a given source quaternion.

Arguments

  • const quat& q - Source quaternion.

explicit quat ( const float* q ) #

Constructor. Initializes the vector using a given pointer to the quaternion.

Arguments

  • const float* q - Pointer to the quaternion.

quat ( const vec4& v ) #

Constructor. Initializes the quaternion using a given four-component vec4 source vector.

Arguments

  • const vec4& v - Four-component source vector.

quat ( const mat3& m ) #

Constructor. Initializes the quaternion using a given mat3 source matrix (3x3).

Arguments

  • const mat3& m - Source matrix (3x3).

explicit quat ( const mat4& m ) #

Constructor. Initializes the quaternion using a given mat4 source matrix (4x4).

Arguments

  • const mat4& m - Source matrix (4x4).

explicit quat ( const dmat4& m ) #

Constructor. Initializes the quaternion using a given dmat4 source matrix (3x4).

Arguments

  • const dmat4& m - Source matrix (3x4).

quat ( const __m128& v ) #

Constructor. Initializes the quaternion using a given __m128 variable (128-bit).
Notice
We do not recommend to use this method unless you have a clear understanding of SSE2.

Arguments

  • const __m128& v - 128-bit variable.

void set ( const mat3& m ) #

Sets the quaternion using a given mat3 source matrix (3x3).

Arguments

  • const mat3& m - Source matrix (3x3).

void set ( const mat4& m ) #

Sets the quaternion using a given mat4 source matrix (4x4).

Arguments

  • const mat4& m - Source matrix (4x4).

void set ( const dmat4& m ) #

Sets the quaternion using a given dmat4 source matrix (3x4).

Arguments

  • const dmat4& m - Source matrix (3x4).

void set ( const vec3& axis, float angle ) #

Sets the quaternion using given rotation axis and angle.

Arguments

  • const vec3& axis - Rotation axis.
  • float angle - Rotation angle, in degrees.

void set ( float axis_x, float axis_y, float axis_z, float angle ) #

Sets the quaternion using the axis coordinates and the angle.

Arguments

  • float axis_x - X coordinate of the axis.
  • float axis_y - Y coordinate of the axis.
  • float axis_z - Z coordinate of the axis.
  • float angle - Angle value, in degrees.

void set ( float angle_x, float angle_y, float angle_z ) #

Sets the quaternion using given angles for each axis.

Arguments

  • float angle_x - Rotation angle along the X axis, in degrees.
  • float angle_y - Rotation angle along the Y axis, in degrees.
  • float angle_z - Rotation angle along the Z axis, in degrees.

void set ( const vec3& col0, const vec3& col1, const vec3& col2 ) #

Sets the quaternion using three given matrix columns represented by vec3 vectors.

Arguments

  • const vec3& col0 - First matrix column.
  • const vec3& col1 - Second matrix column.
  • const vec3& col2 - Third matrix column.

void set ( const float* q ) #

Sets the quaternion using a given pointer to the source quaternion.

Arguments

  • const float* q - Pointer to the source quaternion.

void get ( vec3& axis, float& angle ) const#

Returns the rotation axis and angle of the quaternion and puts the values to corresponding variables: axis.x = x, axis.y = y, axis.z = z, angle = w.

Arguments

  • vec3& axis - Rotation axis.
  • float& angle - Rotation angle, in degrees.

void get ( float* qq ) const#

Returns the quaternion: qq[0]=x, qq[1]=y, qq[2]=z, qq[3]=w.

Arguments

  • float* qq - Pointer to the quaternion.

float * get ( ) #

Returns a pointer to the quaternion.

Return value

Pointer to the quaternion.

const float * get ( ) const#

Returns a constant pointer to the quaternion.

Return value

Constant pointer to the quaternion.

float getAngle ( const vec3& axis ) const#

Returns the rotation angle of the quaternion for a given rotation axis.

Arguments

  • const vec3& axis - Rotation axis.

Return value

Rotation angle, in degrees, within the [-180, 180] range.

vec3 getBinormal ( ) const#

Returns the quaternion binormal vector with respect to orientation.

Return value

Quaternion binormal vector.

mat3 getMat3 ( ) const#

Returns the rotation matrix for the quaternion.
Output
For the quaternion (x, y, z, w) the corresponding rotation matrix M is defined as follows:  		
    | 1 - 2y² - 2z²    2xy + 2wz      	2xz - 2wy     | 
M=  | 2xy - 2wz        1 - 2x² - 2z²    2yz + 2wx     |
    | 2xz + 2wy        2yz - 2wx        1 - 2x² - 2y² |

Return value

Rotation matrix for the quaternion.

vec3 getNormal ( ) const#

Returns the quaternion normal vector.

Return value

Quaternion normal vector.

vec3 getTangent ( ) const#

Returns the quaternion tangent vector.

Return value

Quaternion tangent vector.

vec4 getTangent4 ( ) const#

Returns the quaternion tangent vector and binormal orientation as a four-component vec4 vector.

Return value

Four-component vector representing guaternion tangent vector and binormal orientation.

quat & normalize ( ) #

Returns normalized quaternion.

Return value

Normalized quaternion.

quat & normalizeValid ( ) #

Normalizes a quaternion, makes its magnitude equal to 1. When normalized, a quaternion keeps the same direction but its length is equal to 1. Check for the zero quaternion is performed: if the argument is a zero quaternion, then a zero quaternion is returned.

Return value

Normalized quaternion.

quat & normalizeFast ( ) #

Returns normalized quaternion, calculated using the fast inverse square root algorithm.

Return value

Normalized quaternion.

quat & normalizeValidFast ( ) #

Returns normalized quaternion, calculated using the fast inverse square root algorithm. Check for the zero quaternion is performed: if the argument is a zero quaternion, then a zero quaternion is returned.

Return value

Normalized quaternion.

float * operator float * ( ) #

Performs type conversion to float *.

const float * operator const float * ( ) const#

Performs type conversion to const float *.

void * operator void * ( ) #

Performs type conversion to void *.

const void * operator const void * ( ) const#

Performs type conversion to const void *.

float & operator[] ( int i ) #

Performs array access to the quaternion item reference by using given item index.

Arguments

  • int i - Quaternion item index.

Return value

Quaternion item reference.

float operator[] ( int i ) const#

Performs array access to the quaternion item by using given item index.

Arguments

  • int i - Quaternion item index.

Return value

Quaternion item.

quat & operator= ( const quat& q ) #

Performs quaternion assignment. Destination quaternion = Source quaternion.

Arguments

  • const quat& q - Source quaternion.

Return value

Result.

quat operator- ( ) const#

Performs quaternion negation. The sign of each component of the quaternion is flipped.

Return value

Resulting quaternion.

quat & operator*= ( float v ) #

Performs scalar multiplication.

Arguments

  • float v - Scalar value.

Return value

Resulting quaternion.

quat & operator*= ( const quat& q ) #

Performs quaternion multiplication.

Arguments

  • const quat& q - Quaternion.

Return value

Resulting quaternion.

quat & operator+= ( const quat& q ) #

Performs quaternion addition.

Arguments

  • const quat& q - Quaternion.

Return value

Resulting quaternion.

quat & operator-= ( const quat& q ) #

Performs quaternion subtraction.

Arguments

  • const quat& q - Quaternion.

Return value

Resulting quaternion.

quat & abs ( quat & ret, const quat & q ) #

Ensures that the returned quaternion has a non-negative scalar part (w). If it is negative, the entire quaternion is negated; otherwise, it remains unchanged.

Arguments

  • quat & ret - Value to store the result.
  • const quat & q - Quaternion.

Return value

Resulting quaternion.

quat abs ( const quat & q ) #

Ensures that the returned quaternion has a non-negative scalar part (w). If it is negative, the entire quaternion is negated; otherwise, it remains unchanged.

Arguments

  • const quat & q - Quaternion.

Return value

Resulting quaternion.

vec3 & log ( vec3 & ret, const quat & q ) #

Converts a quaternion into a rotation vector in 3D space by computing the quaternion's logarithm. It extracts the axis of rotation and scales it by the angle, storing the result in the argument vector ret.

Arguments

  • vec3 & ret - Value to store the result.
  • const quat & q - Quaternion.

Return value

Resulting vector.

vec3 log ( const quat & q ) #

Returns the rotation vector in 3D space by computing the quaternion's logarithm (extracts the axis of rotation and scales it by the angle).

Arguments

  • const quat & q - Quaternion.

Return value

Resulting vector.

quat & log ( quat & ret, const vec3 & v ) #

Converts a 3D rotation vector into a quaternion. If the length of the input vector is very small, the quaternion is close to an identity quaternion. Otherwise, the function computes the sine and cosine of the half angle and constructs the quaternion to represent the rotation described by the vector.

Arguments

  • quat & ret - Value to store the result.
  • const vec3 & v - Rotation vector.

Return value

Resulting quaternion.

quat log ( const vec3 & q ) #

Converts a 3D rotation vector into a quaternion. If the length of the input vector is very small, the quaternion is close to an identity quaternion. Otherwise, the function computes the sine and cosine of the half angle and constructs the quaternion to represent the rotation described by the vector.

Arguments

  • const vec3 & q - Rotation vector.

Return value

Resulting quaternion.

unsigned int hash ( ) const#

Returns a hash for the quaternion.

Return value

Hash generated for the quaternion.
Last update: 2024-10-25
Build: ()