import { Euler } from './Euler'; import { Vector3 } from './Vector3'; import { Matrix4 } from './Matrix4'; /** * Implementation of a quaternion. This is used for rotating things without incurring in the dreaded gimbal lock issue, amongst other advantages. * * @example * const quaternion = new THREE.Quaternion(); * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 ); * const vector = new THREE.Vector3( 1, 0, 0 ); * vector.applyQuaternion( quaternion ); */ export class Quaternion { /** * @param x x coordinate * @param y y coordinate * @param z z coordinate * @param w w coordinate */ constructor(x?: number, y?: number, z?: number, w?: number); /** * @default 0 */ x: number; /** * @default 0 */ y: number; /** * @default 0 */ z: number; /** * @default 1 */ w: number; readonly isQuaternion: true; /** * Sets values of this quaternion. */ set(x: number, y: number, z: number, w: number): Quaternion; /** * Clones this quaternion. */ clone(): this; /** * Copies values of q to this quaternion. */ copy(q: Quaternion): this; /** * Sets this quaternion from rotation specified by Euler angles. */ setFromEuler(euler: Euler, update?: boolean): Quaternion; /** * Sets this quaternion from rotation specified by axis and angle. * Adapted from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm. * Axis have to be normalized, angle is in radians. */ setFromAxisAngle(axis: Vector3, angle: number): Quaternion; /** * Sets this quaternion from rotation component of m. Adapted from http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm. */ setFromRotationMatrix(m: Matrix4): Quaternion; setFromUnitVectors(vFrom: Vector3, vTo: Vector3): Quaternion; angleTo(q: Quaternion): number; rotateTowards(q: Quaternion, step: number): Quaternion; identity(): Quaternion; /** * Inverts this quaternion. */ invert(): Quaternion; conjugate(): Quaternion; dot(v: Quaternion): number; lengthSq(): number; /** * Computes length of this quaternion. */ length(): number; /** * Normalizes this quaternion. */ normalize(): Quaternion; /** * Multiplies this quaternion by b. */ multiply(q: Quaternion): Quaternion; premultiply(q: Quaternion): Quaternion; /** * Sets this quaternion to a x b * Adapted from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm. */ multiplyQuaternions(a: Quaternion, b: Quaternion): Quaternion; slerp(qb: Quaternion, t: number): Quaternion; slerpQuaternions(qa: Quaternion, qb: Quaternion, t: number): Quaternion; equals(v: Quaternion): boolean; /** * Sets this quaternion's x, y, z and w value from the provided array or array-like. * @param array the source array or array-like. * @param offset (optional) offset into the array. Default is 0. */ fromArray(array: number[] | ArrayLike, offset?: number): this; /** * Returns an array [x, y, z, w], or copies x, y, z and w into the provided array. * @param array (optional) array to store the quaternion to. If this is not provided, a new array will be created. * @param offset (optional) optional offset into the array. * @return The created or provided array. */ toArray(array?: number[], offset?: number): number[]; /** * Copies x, y, z and w into the provided array-like. * @param array array-like to store the quaternion to. * @param offset (optional) optional offset into the array. * @return The provided array-like. */ toArray(array: ArrayLike, offset?: number): ArrayLike; _onChange(callback: () => void): Quaternion; _onChangeCallback: () => void; static slerpFlat( dst: number[], dstOffset: number, src0: number[], srcOffset: number, src1: number[], stcOffset1: number, t: number, ): Quaternion; static multiplyQuaternionsFlat( dst: number[], dstOffset: number, src0: number[], srcOffset: number, src1: number[], stcOffset1: number, ): number[]; /** * @deprecated Use qm.slerpQuaternions( qa, qb, t ) instead.. */ static slerp(qa: Quaternion, qb: Quaternion, qm: Quaternion, t: number): number; /** * @deprecated Use {@link Vector#applyQuaternion vector.applyQuaternion( quaternion )} instead. */ multiplyVector3(v: any): any; /** * @deprecated Use {@link Quaternion#invert .invert()} instead. */ inverse(): Quaternion; }