[name]

Implementation of a quaternion. This is used for rotating things without encountering the dreaded gimbal lock issue, amongst other advantages.

Example

var quaternion = new THREE.Quaternion(); quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 ); var vector = new THREE.Vector3( 1, 0, 0 ); vector.applyQuaternion( quaternion );

Constructor

[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )

x - x coordinate
y - y coordinate
z - z coordinate
w - w coordinate

Properties

[property:Float x]

[property:Float y]

[property:Float z]

[property:Float w]

Methods

[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )

Sets values of this quaternion.

[method:Quaternion copy]( [page:Quaternion q] )

Copies values of *q* to this quaternion.

[method:Quaternion setFromEuler]( [page:Euler euler] )

Sets this quaternion from rotation specified by Euler angle.

[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )

Sets this quaternion from rotation specified by axis and angle.
Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm].
*Axis* is asumed to be normalized, *angle* is in radians.

[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] )

Sets this quaternion from rotation component of *m*.
Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm].

[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] )

Sets this quaternion to the rotation required to rotate direction vector *vFrom* to direction vector *vTo*.
Adapted from [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors].
*vFrom* and *vTo* are assumed to be normalized.

[method:Quaternion inverse]()

Inverts this quaternion.

[method:Float length]()

Computes length of this quaternion.

[method:Quaternion normalize]()

Normalizes this quaternion.

[method:Quaternion multiply]( [page:Quaternion b] )

Multiplies this quaternion by *b*.

[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] )

Sets this quaternion to *a x b*
Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm].

[method:Quaternion multiplyVector3]( [page:Vector3 vector], [page:Vector3 dest] )

Rotates *vector* by this quaternion into *dest*.
If *dest* is not specified, result goes to *vec*.

[method:Quaternion clone]()

Clones this quaternion.

Static methods

[method:Quaternion slerp]( [page:Quaternion qa], [page:Quaternion qb], [page:Quaternion qm], [page:Float t] )

Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/].

[method:Quaternion slerp]([page:Quaternion qb], [page:float t])

qb -- Target quaternion rotation.
t -- Normalized [0..1] interpolation factor.
Handles the spherical linear interpolation between this quaternion's configuration and that of *qb*. *t* represents how close to the current (0) or target (1) rotation the result should be.

[method:Array toArray]( [page:Array array] )

array -- Array to store the quaternion.
Returns the numerical elements of this quaternion in an array of format (x, y, z, w).

[method:Boolean equals]([page:Quaternion v])

v -- Quaternion that this quaternion will be compared to.
Compares each component of *v* to each component of this quaternion to determine if they represent the same rotation.

[method:Float lengthSq]()

Calculates the squared length of the quaternion.

[method:Quaternion fromArray]([page:Array array])

array -- Array of format (x, y, z, w) used to construct the quaternion.
Sets this quaternion's component values from an array.

[method:Quaternion conjugate]()

Returns the rotational conjugate of this quaternion. The conjugate of a quaternion represents the same rotation in the opposite direction about the rotational axis.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]