public final class Quaternion extends Object implements Cloneable, Serializable, org.synthclipse.core.ICopyable<Quaternion>
Quaternion
defines a single example of a more general class of
hypercomplex numbers. Quaternions extends a rotation in three dimensions to a
rotation in four dimensions. This avoids "gimbal lock" and allows for smooth
continuous rotation.
Quaternion
is defined by four floating point numbers: {x y z w}.
Quaternionf
instance can be created by
Native.newQuaternion()
/
Native.newQuaternion(x, y, z, w)
.
Modifier and Type | Field and Description |
---|---|
static Quaternion |
DIRECTION_Z |
static Quaternion |
IDENTITY
Represents the identity quaternion rotation (0, 0, 0, 1).
|
static Quaternion |
ZERO |
Constructor and Description |
---|
Quaternion()
Constructor instantiates a new
Quaternion object
initializing all values to zero, except w which is initialized to 1. |
Quaternion(float[] angles)
Constructor instantiates a new
Quaternion object from a
collection of rotation angles. |
Quaternion(float x,
float y,
float z,
float w)
Constructor instantiates a new
Quaternion object from the
given list of parameters. |
Quaternion(Quaternion q)
Constructor instantiates a new
Quaternion object from an
existing quaternion, creating a copy. |
Quaternion(Quaternion q1,
Quaternion q2,
float interp)
Constructor instantiates a new
Quaternion object from an
interpolation between two other quaternions. |
Modifier and Type | Method and Description |
---|---|
Quaternion |
add(Quaternion q)
add adds the values of this quaternion to those of the
parameter quaternion. |
Quaternion |
addLocal(Quaternion q)
add adds the values of this quaternion to those of the
parameter quaternion. |
void |
apply(Matrix3f matrix)
apply multiplies this quaternion by a parameter matrix
internally. |
Quaternion |
clone() |
Quaternion |
copy() |
float |
dot(Quaternion q)
dot calculates and returns the dot product of this
quaternion with that of the parameter quaternion. |
boolean |
equals(Object o)
equals determines if two quaternions are logically equal,
that is, if the values of (x, y, z, w) are the same for both quaternions. |
Quaternion |
fromAngleAxis(float angle,
Vector3f axis)
fromAngleAxis sets this quaternion to the values specified
by an angle and an axis of rotation. |
Quaternion |
fromAngleNormalAxis(float angle,
Vector3f axis)
fromAngleNormalAxis sets this quaternion to the values
specified by an angle and a normalized axis of rotation. |
Quaternion |
fromAngles(float[] angles)
fromAngles builds a quaternion from the Euler rotation
angles (y,r,p). |
Quaternion |
fromAngles(float xAngle,
float yAngle,
float zAngle)
fromAngles builds a Quaternion from the Euler rotation
angles (x,y,z) aka (pitch, yaw, rall)). |
Quaternion |
fromAxes(Vector3f[] axis)
fromAxes creates a Quaternion that represents
the coordinate system defined by three axes. |
Quaternion |
fromAxes(Vector3f xAxis,
Vector3f yAxis,
Vector3f zAxis)
fromAxes creates a Quaternion that represents
the coordinate system defined by three axes. |
Quaternion |
fromRotationMatrix(float m00,
float m01,
float m02,
float m10,
float m11,
float m12,
float m20,
float m21,
float m22) |
Quaternion |
fromRotationMatrix(Matrix3f matrix)
fromRotationMatrix generates a quaternion from a supplied
matrix. |
Vector3f |
getRotationColumn(int i)
getRotationColumn returns one of three columns specified by
the parameter. |
Vector3f |
getRotationColumn(int i,
Vector3f store)
getRotationColumn returns one of three columns specified by
the parameter. |
float |
getW() |
float |
getX() |
float |
getY() |
float |
getZ() |
int |
hashCode()
hashCode returns the hash code value as an integer and is
supported for the benefit of hashing based collection classes such as
Hashtable, HashMap, HashSet etc. |
Quaternion |
inverse()
inverse returns the inverse of this quaternion as a new
quaternion. |
Quaternion |
inverseLocal()
inverse calculates the inverse of this quaternion and
returns this quaternion after it is calculated. |
boolean |
isIdentity() |
void |
loadIdentity()
Sets this Quaternion to {0, 0, 0, 1}.
|
void |
lookAt(Vector3f direction,
Vector3f up)
lookAt is a convienence method for auto-setting the
quaternion based on a direction and an up vector. |
Quaternion |
mult(float scalar)
mult multiplies this quaternion by a parameter scalar. |
Quaternion |
mult(Quaternion q)
mult multiplies this quaternion by a parameter quaternion. |
Quaternion |
mult(Quaternion q,
Quaternion res)
mult multiplies this quaternion by a parameter quaternion. |
Vector3f |
mult(Vector3f v)
mult multiplies this quaternion by a parameter vector. |
Vector3f |
mult(Vector3f v,
Vector3f store)
mult multiplies this quaternion by a parameter vector. |
Quaternion |
multLocal(float scalar)
mult multiplies this quaternion by a parameter scalar. |
Quaternion |
multLocal(float qx,
float qy,
float qz,
float qw)
Multiplies this Quaternion by the supplied quaternion.
|
Quaternion |
multLocal(Quaternion q)
Multiplies this Quaternion by the supplied quaternion.
|
Vector3f |
multLocal(Vector3f v)
mult multiplies this quaternion by a parameter vector. |
void |
negate()
negate inverts the values of the quaternion. |
void |
nlerp(Quaternion q2,
float blend)
Sets the values of this quaternion to the nlerp from itself to q2 by
blend.
|
float |
norm()
norm returns the norm of this quaternion. |
Quaternion |
normalizeLocal()
normalize normalizes the current Quaternion . |
Quaternion |
opposite() |
Quaternion |
opposite(Quaternion store)
FIXME: This seems to have singularity type issues with angle == 0,
possibly others such as PI.
|
Quaternion |
oppositeLocal() |
void |
readExternal(ObjectInput in)
readExternal builds a quaternion from an
ObjectInput object. |
Quaternion |
set(float x,
float y,
float z,
float w)
sets the data in a
Quaternion object from the given list of
parameters. |
Quaternion |
set(Quaternion q)
Sets the data in this
Quaternion object to be equal to the
passed Quaternion object. |
void |
slerp(Quaternion q2,
float changeAmnt)
Sets the values of this quaternion to the slerp from itself to q2 by
changeAmnt
|
Quaternion |
slerp(Quaternion q1,
Quaternion q2,
float t)
slerp sets this quaternion's value as an interpolation
between two other quaternions. |
Quaternion |
subtract(Quaternion q)
subtract subtracts the values of the parameter quaternion
from those of this quaternion. |
Quaternion |
subtractLocal(Quaternion q)
subtract subtracts the values of the parameter quaternion
from those of this quaternion. |
float |
toAngleAxis(Vector3f axisStore)
toAngleAxis sets a given angle and axis to that represented
by the current quaternion. |
float[] |
toAngles(float[] angles)
toAngles returns this quaternion converted to Euler rotation
angles (yaw,roll,pitch).Note that the result is not always 100% accurate due to the implications of euler angles. |
Vector3f |
toAngles(Vector3f angles)
toAngles returns this quaternion converted to Euler rotation
angles (yaw,roll,pitch).Note that the result is not always 100% accurate due to the implications of euler angles. |
void |
toAxes(Vector3f[] axis)
toAxes takes in an array of three vectors. |
Matrix3f |
toRotationMatrix()
toRotationMatrix converts this quaternion to a rotational
matrix. |
Matrix3f |
toRotationMatrix(Matrix3f result)
toRotationMatrix converts this quaternion to a rotational
matrix. |
Matrix4f |
toRotationMatrix(Matrix4f result)
toRotationMatrix converts this quaternion to a rotational
matrix. |
String |
toString()
toString creates the string representation of this
Quaternion . |
void |
writeExternal(ObjectOutput out)
writeExternal writes this quaternion out to a
ObjectOutput object. |
public static final Quaternion IDENTITY
public static final Quaternion DIRECTION_Z
public static final Quaternion ZERO
public Quaternion()
Quaternion
object
initializing all values to zero, except w which is initialized to 1.public Quaternion(float x, float y, float z, float w)
Quaternion
object from the
given list of parameters.x
- the x value of the quaternion.y
- the y value of the quaternion.z
- the z value of the quaternion.w
- the w value of the quaternion.public Quaternion(float[] angles)
Quaternion
object from a
collection of rotation angles.angles
- the angles of rotation (x, y, z) that will define the
Quaternion
.public Quaternion(Quaternion q1, Quaternion q2, float interp)
Quaternion
object from an
interpolation between two other quaternions.q1
- the first quaternion.q2
- the second quaternion.interp
- the amount to interpolate between the two quaternions.public Quaternion(Quaternion q)
Quaternion
object from an
existing quaternion, creating a copy.q
- the quaternion to copy.public float getX()
public float getY()
public float getZ()
public float getW()
public Quaternion set(float x, float y, float z, float w)
Quaternion
object from the given list of
parameters.x
- the x value of the quaternion.y
- the y value of the quaternion.z
- the z value of the quaternion.w
- the w value of the quaternion.public Quaternion set(Quaternion q)
Quaternion
object to be equal to the
passed Quaternion
object. The values are copied producing a
new object.q
- The Quaternion to copy values from.public void loadIdentity()
public boolean isIdentity()
public Quaternion fromAngles(float[] angles)
fromAngles
builds a quaternion from the Euler rotation
angles (y,r,p).angles
- the Euler angles of rotation (in radians).public Quaternion fromAngles(float xAngle, float yAngle, float zAngle)
fromAngles
builds a Quaternion from the Euler rotation
angles (x,y,z) aka (pitch, yaw, rall)). Note that we are applying in
order: (y, z, x) aka (yaw, roll, pitch) but we've ordered them in x, y,
and z for convenience.xAngle
- the Euler pitch of rotation (in radians). (aka Attitude, often
rot around x)yAngle
- the Euler yaw of rotation (in radians). (aka Heading, often
rot around y)zAngle
- the Euler roll of rotation (in radians). (aka Bank, often rot
around z)public float[] toAngles(float[] angles)
toAngles
returns this quaternion converted to Euler rotation
angles (yaw,roll,pitch).angles
- the float[] in which the angles should be stored, or null if
you want a new float[] to be createdpublic Vector3f toAngles(Vector3f angles)
toAngles
returns this quaternion converted to Euler rotation
angles (yaw,roll,pitch).angles
- the float[] in which the angles should be stored, or null if
you want a new float[] to be createdpublic Quaternion fromRotationMatrix(Matrix3f matrix)
fromRotationMatrix
generates a quaternion from a supplied
matrix. This matrix is assumed to be a rotational matrix.matrix
- the matrix that defines the rotation.public Quaternion fromRotationMatrix(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
public Matrix3f toRotationMatrix()
toRotationMatrix
converts this quaternion to a rotational
matrix. Note: the result is created from a normalized version of this
quat.public Matrix3f toRotationMatrix(Matrix3f result)
toRotationMatrix
converts this quaternion to a rotational
matrix. The result is stored in result.result
- The Matrix3f to store the result in.public Matrix4f toRotationMatrix(Matrix4f result)
toRotationMatrix
converts this quaternion to a rotational
matrix. The result is stored in result. 4th row and 4th column values are
untouched. Note: the result is created from a normalized version of this
quat.result
- The Matrix4f to store the result in.public Vector3f getRotationColumn(int i)
getRotationColumn
returns one of three columns specified by
the parameter. This column is returned as a Vector3f
object.i
- the column to retrieve. Must be between 0 and 2.public Vector3f getRotationColumn(int i, Vector3f store)
getRotationColumn
returns one of three columns specified by
the parameter. This column is returned as a Vector3f
object.
The value is retrieved as if this quaternion was first normalized.i
- the column to retrieve. Must be between 0 and 2.store
- the vector object to store the result in. if null, a new one
is created.public Quaternion fromAngleAxis(float angle, Vector3f axis)
fromAngleAxis
sets this quaternion to the values specified
by an angle and an axis of rotation. This method creates an object, so
use fromAngleNormalAxis if your axis is already normalized.angle
- the angle to rotate (in radians).axis
- the axis of rotation.public Quaternion fromAngleNormalAxis(float angle, Vector3f axis)
fromAngleNormalAxis
sets this quaternion to the values
specified by an angle and a normalized axis of rotation.angle
- the angle to rotate (in radians).axis
- the axis of rotation (already normalized).public float toAngleAxis(Vector3f axisStore)
toAngleAxis
sets a given angle and axis to that represented
by the current quaternion. The values are stored as follows: The axis is
provided as a parameter and built by the method, the angle is returned as
a float.axisStore
- the object we'll store the computed axis in.public Quaternion slerp(Quaternion q1, Quaternion q2, float t)
slerp
sets this quaternion's value as an interpolation
between two other quaternions.q1
- the first quaternion.q2
- the second quaternion.t
- the amount to interpolate between the two quaternions.public void slerp(Quaternion q2, float changeAmnt)
q2
- Final interpolation valuechangeAmnt
- The amount diffrencepublic void nlerp(Quaternion q2, float blend)
q2
- blend
- public Quaternion add(Quaternion q)
add
adds the values of this quaternion to those of the
parameter quaternion. The result is returned as a new quaternion.q
- the quaternion to add to this.public Quaternion addLocal(Quaternion q)
add
adds the values of this quaternion to those of the
parameter quaternion. The result is stored in this Quaternion.q
- the quaternion to add to this.public Quaternion subtract(Quaternion q)
subtract
subtracts the values of the parameter quaternion
from those of this quaternion. The result is returned as a new
quaternion.q
- the quaternion to subtract from this.public Quaternion subtractLocal(Quaternion q)
subtract
subtracts the values of the parameter quaternion
from those of this quaternion. The result is stored in this Quaternion.q
- the quaternion to subtract from this.public Quaternion mult(Quaternion q)
mult
multiplies this quaternion by a parameter quaternion.
The result is returned as a new quaternion. It should be noted that
quaternion multiplication is not commutative so q * p != p * q.q
- the quaternion to multiply this quaternion by.public Quaternion mult(Quaternion q, Quaternion res)
mult
multiplies this quaternion by a parameter quaternion.
The result is returned as a new quaternion. It should be noted that
quaternion multiplication is not commutative so q * p != p * q.
It IS safe for q and res to be the same object. It IS NOT safe for this
and res to be the same object.q
- the quaternion to multiply this quaternion by.res
- the quaternion to store the result in.public void apply(Matrix3f matrix)
apply
multiplies this quaternion by a parameter matrix
internally.matrix
- the matrix to apply to this quaternion.public Quaternion fromAxes(Vector3f[] axis)
fromAxes
creates a Quaternion
that represents
the coordinate system defined by three axes. These axes are assumed to be
orthogonal and no error checking is applied. Thus, the user must insure
that the three axes being provided indeed represents a proper right
handed coordinate system.axis
- the array containing the three vectors representing the
coordinate system.public Quaternion fromAxes(Vector3f xAxis, Vector3f yAxis, Vector3f zAxis)
fromAxes
creates a Quaternion
that represents
the coordinate system defined by three axes. These axes are assumed to be
orthogonal and no error checking is applied. Thus, the user must insure
that the three axes being provided indeed represents a proper right
handed coordinate system.xAxis
- vector representing the x-axis of the coordinate system.yAxis
- vector representing the y-axis of the coordinate system.zAxis
- vector representing the z-axis of the coordinate system.public void toAxes(Vector3f[] axis)
toAxes
takes in an array of three vectors. Each vector
corresponds to an axis of the coordinate system defined by the quaternion
rotation.axis
- the array of vectors to be filled.public Vector3f mult(Vector3f v)
mult
multiplies this quaternion by a parameter vector. The
result is returned as a new vector.v
- the vector to multiply this quaternion by.public Vector3f multLocal(Vector3f v)
mult
multiplies this quaternion by a parameter vector. The
result is stored in the supplied vectorv
- the vector to multiply this quaternion by.public Quaternion multLocal(Quaternion q)
q
- The Quaternion to multiply this one by.public Quaternion multLocal(float qx, float qy, float qz, float qw)
qx
- - quat x valueqy
- - quat y valueqz
- - quat z valueqw
- - quat w valuepublic Vector3f mult(Vector3f v, Vector3f store)
mult
multiplies this quaternion by a parameter vector. The
result is returned as a new vector.v
- the vector to multiply this quaternion by.store
- the vector to store the result in. It IS safe for v and store
to be the same object.public Quaternion mult(float scalar)
mult
multiplies this quaternion by a parameter scalar. The
result is returned as a new quaternion.scalar
- the quaternion to multiply this quaternion by.public Quaternion multLocal(float scalar)
mult
multiplies this quaternion by a parameter scalar. The
result is stored locally.scalar
- the quaternion to multiply this quaternion by.public float dot(Quaternion q)
dot
calculates and returns the dot product of this
quaternion with that of the parameter quaternion.q
- the quaternion to calculate the dot product of.public float norm()
norm
returns the norm of this quaternion. This is the dot
product of this quaternion with itself.public Quaternion normalizeLocal()
normalize
normalizes the current Quaternion
.
The result is stored internally.public Quaternion inverse()
inverse
returns the inverse of this quaternion as a new
quaternion. If this quaternion does not have an inverse (if its normal is
0 or less), then null is returned.public Quaternion inverseLocal()
inverse
calculates the inverse of this quaternion and
returns this quaternion after it is calculated. If this quaternion does
not have an inverse (if it's normal is 0 or less), nothing happenspublic void negate()
negate
inverts the values of the quaternion.public String toString()
toString
creates the string representation of this
Quaternion
. The values of the quaternion are displaced (x,
y, z, w), in the following manner: toString
in class Object
Object.toString()
public boolean equals(Object o)
equals
determines if two quaternions are logically equal,
that is, if the values of (x, y, z, w) are the same for both quaternions.public int hashCode()
hashCode
returns the hash code value as an integer and is
supported for the benefit of hashing based collection classes such as
Hashtable, HashMap, HashSet etc.hashCode
in class Object
Object.hashCode()
public void readExternal(ObjectInput in) throws IOException
readExternal
builds a quaternion from an
ObjectInput
object. in
- the ObjectInput value to read from.IOException
- if the ObjectInput value has problems reading a float.Externalizable
public void writeExternal(ObjectOutput out) throws IOException
writeExternal
writes this quaternion out to a
ObjectOutput
object. NOTE: Used with serialization. Not to
be called manually.out
- the object to write to.IOException
- if writing to the ObjectOutput fails.Externalizable
public void lookAt(Vector3f direction, Vector3f up)
lookAt
is a convienence method for auto-setting the
quaternion based on a direction and an up vector. It computes the
rotation to transform the z-axis to point into 'direction' and the y-axis
to 'up'.direction
- where to look at in terms of local coordinatesup
- a vector indicating the local up direction. (typically {0, 1,
0} in jME.)public Quaternion opposite()
public Quaternion opposite(Quaternion store)
store
- A Quaternion to store our result in. If null, a new one is
created.public Quaternion oppositeLocal()
public Quaternion clone()
public Quaternion copy()
copy
in interface org.synthclipse.core.ICopyable<Quaternion>