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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
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Unigine::Math::quat Struct

Header: #include <UnigineMathLib.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: 60 degrees per second along Z axis.

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

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

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

	// create quat for 60 degrees per second rotation along Z axis
	Unigine::Math::quat rotation_delta = Unigine::Math::quat(0.0f, 0.0f, 1.0f, 60 * delta_time);

	// rotate the node
	node->setWorldRotation(node->getWorldRotation() * delta_rotation);

	/* ... */
}

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 Z axis component shows that the rotation will be performed along Z axis.

See Also#

quat Class

Members


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.

quat ( const mat3 & m ) #

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

Arguments

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

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 vec3 & v ) #

Constructor. Initializes the quaternion using a given three-component vec3 source vector.

Arguments

  • const vec3 & v - Thee-component source vector.

quat ( ) #

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

quat ( const quat & q ) #

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

Arguments

  • const quat & q - Source quaternion.

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

Constructor. Initializes the quaternion using given 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 angle - W component of the quaternion.

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).

explicit quat ( const float * q ) #

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

Arguments

  • const float * q - Pointer to the quaternion.

void set ( float x, float y, float z, float angle ) #

Sets the quaternion by components.

Arguments

  • float x - X component of the quaternion.
  • float y - Y component of the quaternion.
  • float z - Z component of the quaternion.
  • float angle - W component of the quaternion.

Examples

Source code (UnigineScript)
quat(1.0, 2.0, 3.0, 60);
/*
Creates a quaternion (1.0, 2.0, 3.0, 60)
*/

void set ( const float * qq ) #

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

Arguments

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

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 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 ( 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 & 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 ( const vec3 & v ) #

Sets the quaternion using a given three-component vec3 source vector.

Arguments

  • const vec3 & v - Three-component source vector.

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 mat4 & m ) #

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

Arguments

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

void get ( float * qq ) # const

Gets 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.

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

Gets 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.

float getAngle ( const vec3 & axis ) #

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 ( ) #

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 |

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 & normalizeFast ( ) #

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

Return value

Normalized quaternion.

__m128 operator __m128 ( ) #

Performs type conversion to __m128.
Notice
We do not recommend to use this method unless you have a clear understanding of SSE2.

const float * operator const float * ( ) #

Performs type conversion to float void *.

const void * operator const void * ( ) #

Performs type conversion to const void *.

float * operator float * ( ) #

Performs type conversion to float *.

void * operator void * ( ) #

Performs type conversion to void *.

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

Performs quaternion multiplication.

Arguments

  • const quat & q - Quaternion.

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 addition.

Arguments

  • const quat & q - Quaternion.

Return value

Resulting quaternion.

quat operator- ( ) #

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

Return value

Resulting quaternion.

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

Performs quaternion subtraction.

Arguments

  • const quat & q - Quaternion.

Return value

Resulting quaternion.

quat & operator= ( const __m128 & v ) #

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

Arguments

  • const __m128 & v - 128-bit variable.

Return value

Resulting quaternion.

quat & operator= ( const quat & qq ) #

Performs quaternion assignment. Destination quaternion = Source quaternion.

Arguments

  • const quat & qq - Source quaternion.

Return value

Result.

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.

__m128 sse ( ) #

Returns quaternion components as a 128-bit variable.
Notice
We do not recommend to use this method unless you have a clear understanding of SSE2.

Return value

128-bit variable.

void sse ( const __m128 & v ) #

Sets the quaternion components using a given 128-bit variable.
Notice
We do not recommend to use this method unless you have a clear understanding of SSE2.

Arguments

  • const __m128 & v - 128-bit variable.
Last update: 2019-08-16
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