📄 quaternion.html
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isIdentity</H3><PRE>public boolean <B>isIdentity</B>()</PRE><DL><DD>Returns rue if the quaternion is an identity quaternion. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4140">QuickDraw3D::Q3Quaternion_IsIdentity</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Returns:</B><DD>true if the quaternion is an identity quaternion</DL></DD></DL><HR><A NAME="invert()"><!-- --></A><H3>invert</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> <B>invert</B>()</PRE><DL><DD>Returns the inverse of the quaternion. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4146">QuickDraw3D::Q3Quaternion_Invert</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Returns:</B><DD>the invert quaternion</DL></DD></DL><HR><A NAME="multiply(quicktime.qd3d.math.Quaternion)"><!-- --></A><H3>multiply</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> <B>multiply</B>(<A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> q2)</PRE><DL><DD>Returns the product of the two quaternions, this and q2. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4170">QuickDraw3D::Q3Quaternion_Multiply</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>q2</CODE> - a quaternion<DT><B>Returns:</B><DD>the product</DL></DD></DL><HR><A NAME="normalize()"><!-- --></A><H3>normalize</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> <B>normalize</B>()</PRE><DL><DD>Returns a normalized the quaternion. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4154">QuickDraw3D::Q3Quaternion_Normalize</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Returns:</B><DD>the normalized quaternion</DL></DD></DL><HR><A NAME="dot(quicktime.qd3d.math.Quaternion)"><!-- --></A><H3>dot</H3><PRE>public float <B>dot</B>(<A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> q2)</PRE><DL><DD>Returns the dot product of two quaternions, this and q2. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4162">QuickDraw3D::Q3Quaternion_Dot</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>q2</CODE> - A quaternion.<DT><B>Returns:</B><DD>the dot product</DL></DD></DL><HR><A NAME="setRotateAboutAxis(quicktime.qd3d.math.Vector3D, float)"><!-- --></A><H3>setRotateAboutAxis</H3><PRE>public void <B>setRotateAboutAxis</B>(<A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> axis, float angle)</PRE><DL><DD>Sets a a rotate-about-axis quaternion that rotates an object by the angle angle around the axis specified by the axis parameter. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4182">QuickDraw3D::Q3Quaternion_SetRotateAboutAxis</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>axis</CODE> - The desired axis of rotation.<DD><CODE>angle</CODE> - The desired angle of rotation, in radians.</DL></DD></DL><HR><A NAME="setRotateX(float)"><!-- --></A><H3>setRotateX</H3><PRE>public void <B>setRotateX</B>(float angle)</PRE><DL><DD>Sets a rotational quaternion that rotates an object by the specified angle around the x axis. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4191">QuickDraw3D::Q3Quaternion_SetRotate_X</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>angle</CODE> - The desired angle of rotation around the x coordinate axis, in radians.</DL></DD></DL><HR><A NAME="setRotateY(float)"><!-- --></A><H3>setRotateY</H3><PRE>public void <B>setRotateY</B>(float angle)</PRE><DL><DD>Sets a rotational quaternion that rotates an object by the specified angle around the y axis. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4198">QuickDraw3D::Q3Quaternion_SetRotate_Y</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>angle</CODE> - The desired angle of rotation around the y coordinate axis, in radians.</DL></DD></DL><HR><A NAME="setRotateZ(float)"><!-- --></A><H3>setRotateZ</H3><PRE>public void <B>setRotateZ</B>(float angle)</PRE><DL><DD>Sets a rotational quaternion that rotates an object by the specified angle around the x axis. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4205">QuickDraw3D::Q3Quaternion_SetRotate_Z</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>angle</CODE> - The desired angle of rotation around the z coordinate axis, in radians.</DL></DD></DL><HR><A NAME="setRotateXYZ(float, float, float)"><!-- --></A><H3>setRotateXYZ</H3><PRE>public void <B>setRotateXYZ</B>(float xAngle, float yAngle, float zAngle)</PRE><DL><DD>Sets a rotational quaternion that rotates an object by the specified angles around their specified axis. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4212">QuickDraw3D::Q3Quaternion_SetRotate_XYZ</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>xAngle</CODE> - The desired angle of rotation around the x coordinate axis, in radians.<DD><CODE>yAngle</CODE> - The desired angle of rotation around the y coordinate axis, in radians.<DD><CODE>zAngle</CODE> - The desired angle of rotation around the z coordinate axis, in radians.</DL></DD></DL><HR><A NAME="setMatrix(quicktime.qd3d.math.Matrix4x4)"><!-- --></A><H3>setMatrix</H3><PRE>public void <B>setMatrix</B>(<A HREF="../../../quicktime/qd3d/math/Matrix4x4.html">Matrix4x4</A> matrix)</PRE><DL><DD>Sets a quaternion that has the same transformational properties as the matrix specified by the matrix parameter. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4221">QuickDraw3D::Q3Quaternion_SetMatrix</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>matrix</CODE> - A 4-by-by matrix.</DL></DD></DL><HR><A NAME="setRotateVectorToVector(quicktime.qd3d.math.Vector3D, quicktime.qd3d.math.Vector3D)"><!-- --></A><H3>setRotateVectorToVector</H3><PRE>public void <B>setRotateVectorToVector</B>(<A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v1, <A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v2)</PRE><DL><DD>Sets a rotational quaternion that rotates objects around the origin in such a way that the transformed vector v1 matches the vector v2. Both v1 and v2 should be normalized. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4229">QuickDraw3D::Q3Quaternion_SetRotateVectorToVector</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>v1</CODE> - A three-dimensional vector.<DD><CODE>v2</CODE> - A three-dimensional vector.</DL></DD></DL><HR><A NAME="matchReflection(quicktime.qd3d.math.Quaternion)"><!-- --></A><H3>matchReflection</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> <B>matchReflection</B>(<A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> q2)</PRE><DL><DD>Returns a quaternion that is either identical to the quaternion specified by the q1 parameter or is the negative of q1, depending on whether q1 or its negative matches the orientation of the quaternion specified by the q2 parameter. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4237">QuickDraw3D::Q3Quaternion_MatchReflection</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>q2</CODE> - A quaternion.<DT><B>Returns:</B><DD>a quaternion that is either q1 or the negative of q1, and that matches the orientation of q2.</DL></DD></DL><HR><A NAME="interpolateFast(quicktime.qd3d.math.Quaternion, float)"><!-- --></A><H3>interpolateFast</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> <B>interpolateFast</B>(<A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> q2, float t)</PRE><DL><DD>Return a a quaternion that is a fast interpolation between the this and the specified quaternion. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4245">QuickDraw3D::Q3Quaternion_InterpolateFast</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>q2</CODE> - A quaternion.<DD><CODE>t</CODE> - An interpolation factor. This parameter should contain a value between 0.0 and 1.0.<DT><B>Returns:</B><DD>a quaternion</DL></DD></DL><HR><A NAME="interpolateLinear(quicktime.qd3d.math.Quaternion, float)"><!-- --></A><H3>interpolateLinear</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> <B>interpolateLinear</B>(<A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> q2, float t)</PRE><DL><DD>Return a a quaternion that is a linear interpolation between the this and the specified quaternion. <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.1b.htm#pgfId=4254">QuickDraw3D::Q3Quaternion_InterpolateLinear</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>q2</CODE> - A quaternion.<DD><CODE>t</CODE> - An interpolation factor. This parameter should contain a value between 0.0 and 1.0.<DT><B>Returns:</B><DD>a quaternion</DL></DD></DL><HR><A NAME="clone()"><!-- --></A><H3>clone</H3><PRE>public java.lang.Object <B>clone</B>()</PRE><DL><DD>Returns a copy of this class.<DD><DL></DL></DD></DL><!-- ========= END OF CLASS DATA ========= --><HR><!-- ========== START OF NAVBAR ========== --><A NAME="navbar_bottom"><!-- --></A><TABLE BORDER="0" WIDTH="100%" CELLPADDING="1" CELLSPACING="0"><TR><TD COLSPAN=2 BGCOLOR="#EEEEFF" CLASS="NavBarCell1"><A NAME="navbar_bottom_firstrow"><!-- --></A><TABLE BORDER="0" CELLPADDING="0" CELLSPACING="3"> <TR ALIGN="center" VALIGN="top"> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../../overview-summary.html"><FONT CLASS="NavBarFont1"><B>Overview</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="package-summary.html"><FONT CLASS="NavBarFont1"><B>Package</B></FONT></A> </TD> <TD BGCOLOR="#FFFFFF" CLASS="NavBarCell1Rev"> <FONT CLASS="NavBarFont1Rev"><B>Class</B></FONT> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="class-use/Quaternion.html"><FONT CLASS="NavBarFont1"><B>Use</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="package-tree.html"><FONT CLASS="NavBarFont1"><B>Tree</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../../deprecated-list.html"><FONT CLASS="NavBarFont1"><B>Deprecated</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../../index-all.html"><FONT CLASS="NavBarFont1"><B>Index</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../../help-doc.html"><FONT CLASS="NavBarFont1"><B>Help</B></FONT></A> </TD> </TR></TABLE></TD><TD ALIGN="right" VALIGN="top" ROWSPAN=3><EM></EM></TD></TR><TR><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2"> <A HREF="../../../quicktime/qd3d/math/Point3D.html"><B>PREV CLASS</B></A> <A HREF="../../../quicktime/qd3d/math/Vector2D.html"><B>NEXT CLASS</B></A></FONT></TD><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2"> <A HREF="../../../index.html" TARGET="_top"><B>FRAMES</B></A> <A HREF="Quaternion.html" TARGET="_top"><B>NO FRAMES</B></A></FONT></TD></TR><TR><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2"> SUMMARY: INNER | <A HREF="#field_summary">FIELD</A> | <A HREF="#constructor_summary">CONSTR</A> | <A HREF="#method_summary">METHOD</A></FONT></TD><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">DETAIL: <A HREF="#field_detail">FIELD</A> | <A HREF="#constructor_detail">CONSTR</A> | <A HREF="#method_detail">METHOD</A></FONT></TD></TR></TABLE><!-- =========== END OF NAVBAR =========== --><HR></BODY></HTML>
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