📄 quaternion.html
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</TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setRotateAboutAxis(quicktime.qd3d.math.Vector3D, float)">setRotateAboutAxis</A></B>(<A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> axis, float angle)</CODE><BR> Sets a a rotate-about-axis quaternion that rotates an object by the angle angle around the axis specified by the axis parameter.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setRotateVectorToVector(quicktime.qd3d.math.Vector3D, quicktime.qd3d.math.Vector3D)">setRotateVectorToVector</A></B>(<A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v1, <A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v2)</CODE><BR> Sets a rotational quaternion that rotates objects around the origin in such a way that the transformed vector v1 matches the vector v2.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setRotateX(float)">setRotateX</A></B>(float angle)</CODE><BR> Sets a rotational quaternion that rotates an object by the specified angle around the x axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setRotateXYZ(float, float, float)">setRotateXYZ</A></B>(float xAngle, float yAngle, float zAngle)</CODE><BR> Sets a rotational quaternion that rotates an object by the specified angles around their specified axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setRotateY(float)">setRotateY</A></B>(float angle)</CODE><BR> Sets a rotational quaternion that rotates an object by the specified angle around the y axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setRotateZ(float)">setRotateZ</A></B>(float angle)</CODE><BR> Sets a rotational quaternion that rotates an object by the specified angle around the x axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setW(float)">setW</A></B>(float w)</CODE><BR> sets the w value</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setX(float)">setX</A></B>(float x)</CODE><BR> sets the position in the x direction</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setY(float)">setY</A></B>(float y)</CODE><BR> sets the position in the y direction</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Quaternion.html#setZ(float)">setZ</A></B>(float z)</CODE><BR> sets the position in the z direction</TD></TR></TABLE> <A NAME="methods_inherited_from_class_quicktime.util.QTByteObject"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"><TD><B>Methods inherited from class quicktime.util.<A HREF="../../../quicktime/util/QTByteObject.html">QTByteObject</A></B></TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD><CODE><A HREF="../../../quicktime/util/QTByteObject.html#equals(java.lang.Object)">equals</A>, <A HREF="../../../quicktime/util/QTByteObject.html#fromArray(byte[])">fromArray</A>, <A HREF="../../../quicktime/util/QTByteObject.html#getBytes()">getBytes</A>, <A HREF="../../../quicktime/util/QTByteObject.html#getSize()">getSize</A>, <A HREF="../../../quicktime/util/QTByteObject.html#toString()">toString</A></CODE></TD></TR></TABLE> <A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"><TD><B>Methods inherited from class java.lang.Object</B></TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD><CODE>getClass, hashCode, notify, notifyAll, wait, wait, wait</CODE></TD></TR></TABLE> <P><!-- ============ FIELD DETAIL =========== --><A NAME="field_detail"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=1><FONT SIZE="+2"><B>Field Detail</B></FONT></TD></TR></TABLE><A NAME="kNativeSize"><!-- --></A><H3>kNativeSize</H3><PRE>public static final int <B>kNativeSize</B></PRE><DL><DD>This is the size (the number of bytes) that are required for this class</DL><!-- ========= CONSTRUCTOR DETAIL ======== --><A NAME="constructor_detail"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=1><FONT SIZE="+2"><B>Constructor Detail</B></FONT></TD></TR></TABLE><A NAME="Quaternion()"><!-- --></A><H3>Quaternion</H3><PRE>public <B>Quaternion</B>()</PRE><DL><DD>Creates a Quaternion object set to the identity. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4125">QuickDraw3D::Q3Quaternion_SetIdentity</a> </b><BR><BR><HR><A NAME="Quaternion(float, float, float, float)"><!-- --></A><H3>Quaternion</H3><PRE>public <B>Quaternion</B>(float w, float x, float y, float z)</PRE><DL><DD>Creates a Quaternion object containing given data.<DD><DL><DT><B>Parameters:</B><DD><CODE>w</CODE> - The final w value.<DD><CODE>x</CODE> - The final x position.<DD><CODE>y</CODE> - The final y position.<DD><CODE>z</CODE> - The final z position.</DL></DD></DL><!-- ============ METHOD DETAIL ========== --><A NAME="method_detail"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=1><FONT SIZE="+2"><B>Method Detail</B></FONT></TD></TR></TABLE><A NAME="getEndianDescriptor()"><!-- --></A><H3>getEndianDescriptor</H3><PRE>public static final <A HREF="../../../quicktime/util/EndianDescriptor.html">EndianDescriptor</A> <B>getEndianDescriptor</B>()</PRE><DL><DD>Returns the EndianDescriptor for this class.<DD><DL></DL></DD><DD><DL><DT><B>Returns:</B><DD>an EndianDescriptor</DL></DD></DL><HR><A NAME="getW()"><!-- --></A><H3>getW</H3><PRE>public float <B>getW</B>()</PRE><DL><DD>returns the w value<DD><DL></DL></DD></DL><HR><A NAME="getX()"><!-- --></A><H3>getX</H3><PRE>public float <B>getX</B>()</PRE><DL><DD>returns the position in the x direction<DD><DL></DL></DD></DL><HR><A NAME="getY()"><!-- --></A><H3>getY</H3><PRE>public float <B>getY</B>()</PRE><DL><DD>returns the position in the y direction<DD><DL></DL></DD></DL><HR><A NAME="getZ()"><!-- --></A><H3>getZ</H3><PRE>public float <B>getZ</B>()</PRE><DL><DD>returns the position in the z direction<DD><DL></DL></DD></DL><HR><A NAME="setW(float)"><!-- --></A><H3>setW</H3><PRE>public void <B>setW</B>(float w)</PRE><DL><DD>sets the w value<DD><DL></DL></DD></DL><HR><A NAME="setX(float)"><!-- --></A><H3>setX</H3><PRE>public void <B>setX</B>(float x)</PRE><DL><DD>sets the position in the x direction<DD><DL></DL></DD></DL><HR><A NAME="setY(float)"><!-- --></A><H3>setY</H3><PRE>public void <B>setY</B>(float y)</PRE><DL><DD>sets the position in the y direction<DD><DL></DL></DD></DL><HR><A NAME="setZ(float)"><!-- --></A><H3>setZ</H3><PRE>public void <B>setZ</B>(float z)</PRE><DL><DD>sets the position in the z direction<DD><DL></DL></DD></DL><HR><A NAME="copy()"><!-- --></A><H3>copy</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> <B>copy</B>()</PRE><DL><DD>Returns a copy of the quaternion. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4132">QuickDraw3D::Q3Quaternion_Copy</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Returns:</B><DD>a copy of quaternion.</DL></DD></DL><HR><A NAME="setIdentity()"><!-- --></A><H3>setIdentity</H3><PRE>public void <B>setIdentity</B>()</PRE><DL><DD>Sets the Quaternion to the identity quaternion. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4125">QuickDraw3D::Q3Quaternion_SetIdentity</a> </b><BR><BR></DL></DD></DL><HR><A NAME="isIdentity()"><!-- --></A><H3>
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