quat
Interface representing a quaternion. A quaternion is represented by (x, y, z, w) coordinates, and represents a 3D rotation. Quaternions can be converted to and from 4x4 rotation matrices with the interfaces in Mat4. Quaternion objects are created with the ecs.math.quat QuatFactory, or through operations on other Quat objects.
Source
The QuatSource interface represents any object that has x, y, z, and w properties and hence can be used as a data source to create a Quat. In addition, QuatSource can be used as an argument to Quat algorithms, meaning that any object with {x: number, y: number, z: number, w: number} properties can be used.
Properties
Quat has the following enumerable properties:
readonly x: number
Access the x component of the quaternion.
readonly y: number
Access the y component of the quaternion.
readonly z: number
Access the z component of the quaternion.
readonly w: number
Access the w component of the quaternion.
Factory
axisAngle
Create a Quat from an axis-angle representation. The direction of the aa vector gives the axis of rotation, and the magnitude of the vector gives the angle, in radians. For example, quat.axisAngle(vec3.up().scale(Math.PI / 2)) represents a 90-degree rotation about the y-axis, and is equivalent to quat.yDegrees(90). If target is supplied, the result will be stored in target and target will be returned. Otherwise, a new Quat will be created and returned.
ecs.math.quat.axisAngle(aa: Vec3Source, target?: Quat) // -> quat
from
Create a Quat from an object with x, y, z, w properties.
ecs.math.quat.from({x, y, z, w}: {x: number, y: number, z: number, w: number) // -> quat
lookAt
Create a Quat representing the rotation required for an object positioned at ‘eye’ to look at an object positioned at ‘target’, with the given ‘up vector.
ecs.math.quat.lookAt(eye: Vec3Source, target: Vec3Source, up: Vec3Source) // -> quat
pitchYawRollDegrees
Construct a quaternion from a pitch / yaw / roll representation, also known as YXZ Euler angles. Rotation is specified in degrees.
ecs.math.quat.pitchYawRollDegrees(v: Vec3Source) // -> quat
pitchYawRollRadians
Construct a quaternion from a pitch / yaw / roll representation, also known as YXZ Euler angles. Rotation is specified in radians.
ecs.math.quat.pitchYawRollRadians(v: Vec3Source) // -> quat
xDegrees
Create a Quat which represents a rotation about the x-axis. Rotation is specified in degrees.
ecs.math.quat.xDegrees(degrees: number) // -> quat
xRadians
Create a Quat which represents a rotation about the x-axis. Rotation is specified in radians.
ecs.math.quat.xRadians(radians: number) // -> quat
xyzw
Create a Quat from x, y, z, w values.
ecs.math.quat.xyzw(x: number, y: number, z: number, w: number) // -> quat
yDegrees
Create a Quat which represents a rotation about the y-axis. Rotation is specified in degrees.
ecs.math.quat.yDegrees(degrees: number) // -> quat
yRadians
Create a Quat which represents a rotation about the y-axis. Rotation is specified in radians.
ecs.math.quat.yRadians(radians: number) // -> quat
zDegrees
Create a Quat which represents a rotation about the z-axis. Rotation is specified in degrees.
ecs.math.quat.zDegrees(degrees: number) // -> quat
zRadians
Create a Quat which represents a rotation about the z-axis. Rotation is specified in radians.
ecs.math.quat.zRadians(radians: number) // -> quat
zero
Create a Quat which represents a zero rotation.
ecs.math.quat.zero() // -> quat
Immutable
The following methods perform calculations using the current value of a Quat without modifying its contents. Methods that return Quat types create new instances. While immutable APIs are generally safer, more readable, and reduce the likelihood of errors, they can become inefficient when a large number of objects are allocated per frame.
If garbage collection impacts performance, consider using the Mutable API described below.
axisAngle
Convert the quaternion to an axis-angle representation. The direction of the vector gives the axis of rotation, and the magnitude of the vector gives the angle, in radians. If ‘target’ is supplied, the result will be stored in ‘target’ and ‘target’ will be returned. Otherwise, a new Vec3 will be created and returned.
existingQuat.axisAngle(target?: Vec3) // -> vec3
clone
Create a new quaternion with the same components as this quaternion.
existingQuat.clone() // -> quat
conjugate
Return the rotational conjugate of this quaternion. The conjugate of a quaternion represents the same rotation in the opposite direction about the rotational axis.
existingQuat.conjugate() // -> quat
data
Access the quaternion as an array of [x, y, z, w].
ecs.math.quat.data() // -> number[]
degreesTo
Angle between two quaternions, in degrees.
existingQuat.degreesTo(target: QuatSource) // -> number
delta
Compute the quaternion required to rotate this quaternion to the target quaternion.
existingQuat.delta(target: QuatSource) // -> quat
dot
Compute the dot product of this quaternion with another quaternion.
existingQuat.dot(target: QuatSource) // -> quat
equals
Check whether two quaternions are equal, with a specified floating point tolerance.
existingQuat.equals(q: QuatSource, tolerance: number) // -> boolean
inv
Compute the quaternion which multiplies this quaternion to get a zero rotation quaternion.
existingQuat.inv() // -> quat
negate
Negate all components of this quaternion. The result is a quaternion representing the same rotation as this quaternion.
existingQuat.negate() // -> quat
normalize
Get the normalized version of this quaternion with a length of 1.
existingQuat.normalize() // -> quat
pitchYawRollRadians
Convert the quaternion to pitch, yaw, and roll angles in radians.
ecs.math.quat.pitchYawRollRadians(target?: Vec3) // -> vec3
pitchYawRollDegrees
Convert the quaternion to pitch, yaw, and roll angles in degrees.
ecs.math.quat.pitchYawRollDegrees(target?: Vec3) // -> vec3
plus
Add two quaternions together.
ecs.math.quat.plus(q: QuatSource) // -> quat
radiansTo
Angle between two quaternions, in radians.
ecs.math.quat.rotateToward(target: QuatSource, radians: number) // -> quat
slerp
Spherical interpolation between two quaternions given a provided interpolation value. If the interpolation is set to 0, then it will return this quaternion. If the interpolation is set to 1, then it will return the target quaternion.
ecs.math.quat.slerp(target: QuatSource, t: number) // -> quat
times
Multiply two quaternions together.
existingQuat.times(q: QuatSource) // -> quat
timesVec
Multiply the quaternion by a vector. This is equivalent to converting the quaternion to a rotation matrix and multiplying the matrix by the vector.
ecs.math.quat.times(v: Vec3Source, target?: Vec3) // -> vec3
Mutable
The following methods perform calculations using the current value of a Quat and modify it directly. These methods correspond to those in the Immutable API above. When returning Quat types, they provide a reference to the same object, allowing for method chaining. While mutable APIs can offer better performance than immutable ones, they tend to be less safe, less readable, and more prone to errors. If the code is unlikely to be called frequently within a single frame, consider using the Immutable API for improved safety and clarity.
setConjugate
Set this quaternion to its rotational conjugate. The conjugate of a quaternion represents the same rotation in the opposite direction about the rotational axis. Store the result in this Quat and return this Quat for chaining.
existingQuat.setConjugate() // -> quat
setDelta
Compute the quaternion required to rotate this quaternion to the target quaternion. Store the result in this Quat and return this Quat for chaining.
existingQuat.setDelta(target: QuatSource) // -> quat
setInv
Set this to the quaternion which multiplies this quaternion to get a zero rotation quaternion. Store the result in this Quat and return this Quat for chaining.
existingQuat.setInv() // -> quat
setNegate
Negate all components of this quaternion. The result is a quaternion representing the same rotation as this quaternion. Store the result in this Quat and return this Quat for chaining.
existingQuat.setNegate() // -> quat
setNormalize
Get the normalized version of this quaternion with a length of 1. Store the result in this Quat and return this Quat for chaining.
existingQuat.setNormalize() // -> quat
setPlus
Add this quaternion to another quaternion. Store the result in this Quat and return this Quat for chaining.
existingQuat.setPlus(q: QuatSource) // -> quat
setPremultiply
Set this quaternion the result of q times this quaternion. Store the result in this Quat and return this Quat for chaining.
existingQuat.setPremultiply(q: QuatSource) // -> quat
setRotateToward
Rotate this quaternion towards the target quaternion by a given number of radians, clamped to the target. Store the result in this Quat and return this Quat for chaining.
existingQuat.setRotateToward(target: QuatSource, radians: number) // -> quat
setSlerp
Spherical interpolation between two quaternions given a provided interpolation value. If the interpolation is set to 0, then it will return this quaternion. If the interpolation is set to 1, then it will return the target quaternion. Store the result in this Quat and return this Quat for chaining.
existingQuat.setSlerp(target: QuatSource, t: number) // -> quat
setTimes
Multiply two quaternions together. Store the result in this Quat and return this Quat for chaining.
existingQuat.setTimes(target: QuatSource) // -> quat
Set
The following methods set the value of the current Quat object without regard to its current content, replacing whatever was there before.
makeAxisAngle
Set a Quat from an axis-angle representation. The direction of the vector gives the axis of rotation, and the magnitude of the vector gives the angle, in radians. Store the result in this Quat and return this Quat for chaining.
existingQuat.makeAxisAngle(aa: Vec3Source) // -> quat
makePitchYawRollRadians
Set the quaternion to a rotation specified by pitch, yaw, and roll angles in radians. Store the result in this Quat and return this Quat for chaining.
existingQuat.makePitchYawRollRadians(v: Vec3Source) // -> quat
makeLookAt
Set the quaternion to a rotation that would cause the eye to look at the target with the given up vector. Store the result in this Quat and return this Quat for chaining.
existingQuat.makeLookAt(eye: Vec3Source, target: Vec3Source, up: Vec3Source) // -> quat
makePitchYawRollDegrees
Set the quaternion to a rotation specified by pitch, yaw, and roll angles in degrees. Store the result in this Quat and return this Quat for chaining.
existingQuat.makePitchYawRollDegrees(v: Vec3Source) // -> quat
makeXDegrees
Set the quaternion to a rotation about the x-axis (pitch) in degrees. Store the result in this Quat and return this Quat for chaining.
existingQuat.makeXDegrees(degrees: number) // -> quat
makeXRadians
Set the quaternion to a rotation about the x-axis (pitch) in radians. Store the result in this Quat and return this Quat for chaining.
existingQuat.makeXRadians(radians: number) // -> quat
makeYDegrees
Set the quaternion to a rotation about the y-axis (yaw) in degrees. Store the result in this Quat and return this Quat for chaining.
existingQuat.makeYDegrees(degrees: number) // -> quat
makeYRadians
Set the quaternion to a rotation about the y-axis (yaw) in radians. Store the result in this Quat and return this Quat for chaining.
existingQuat.makeYRadians(radians: number) // -> quat
makeZDegrees
Set the quaternion to a rotation about the z-axis (roll) in degrees. Store the result in this Quat and return this Quat for chaining.
existingQuat.makeZDegrees(degrees: number) // -> quat
makeZRadians
Set the quaternion to a rotation about the z-axis (roll) in radians. Store the result in this Quat and return this Quat for chaining.
existingQuat.makeZRadians(radians: number) // -> quat
makeZero
Set the quaternion to a zero rotation. Store the result in this Quat and return this Quat for chaining.
existingQuat.makeZero() // -> quat
setFrom
Set this quaternion to the value in another quaternion. Store the result in this Quat and return this Quat for chaining.
existingQuat.setFrom(q: QuatSource) // -> quat
setXyzw
Set the quaternion to the specified x, y, z and w values. Store the result in this Quat and return this Quat for chaining.
existingQuat.setXyzw(x: number, y: number, z: number, w: number) // -> quat