CryEngine.Quaternion

Inherits IEquatable< Quaternion >.

Public Member Functions

Quaternion (Vector3 vector, float scalar)
Quaternion (float scalar, Vector3 vector)
Quaternion (float xCoord, float yCoord, float zCoord, float scalar)
Quaternion (Matrix3x3 matrix)
Quaternion (Matrix3x4 matrix)
Quaternion (Matrix4x4 matrix)
Quaternion (Vector3 forwardDirection)
Quaternion (Angles3 angles)
Quaternion (Vec3 right, Vec3 forward, Vec3 up)
Quaternion (Vector3 right, Vector3 forward, Vector3 up)
override int GetHashCode ()
override bool Equals (object obj)
bool Equals (Quaternion other)
override string ToString ()
void Normalize ()
float Dot (Quaternion other)
Quaternion Difference (Quaternion other)
void SetLookOrientation (Vector3 forward, Vector3 up)
void SetFromToRotation (Vector3 fromDirection, Vector3 toDirection)
bool IsValid ()

Static Public Member Functions

static implicit operator Quat (Quaternion managedQuat)
static implicit operator Quaternion (Quat nativeQuat)
static Quaternion operator* (Quaternion value, float scale)
static Quaternion operator- (Quaternion q)
static Quaternion operator! (Quaternion q)
static Quaternion operator* (Quaternion left, Quaternion right)
static Quaternion operator/ (Quaternion left, Quaternion right)
static Quaternion operator% (Quaternion left, Quaternion right)
static Quaternion operator- (Quaternion left, Quaternion right)
static Quaternion operator/ (Quaternion left, float right)
static Vector3 operator* (Quaternion quat, Vector3 vector)
static Vector3 operator* (Vector3 vector, Quaternion quat)
static bool operator== (Quaternion left, Quaternion right)
static bool operator!= (Quaternion left, Quaternion right)
static Quaternion CreateFromVectors (Vector3 right, Vector3 forward, Vector3 up)
static Quaternion CreateRotationX (float radians)
static Quaternion CreateRotationY (float radians)
static Quaternion CreateRotationZ (float radians)
static Quaternion CreateRotationXYZ (Angles3 angles)
static Quaternion Slerp (Quaternion start, Quaternion end, float timeRatio)
Spherical-Interpolation between unit quaternions. More...
static Quaternion Lerp (Quaternion start, Quaternion end, float timeRatio)
Linear-Interpolation between unit quaternions. More...

Static Public Attributes

static readonly Quaternion Identity = new Quaternion(1, new Vector3(0, 0, 0))

Properties

float x [get, set]
float y [get, set]
float z [get, set]
float w [get, set]
Vector3 v [get, set]
float X [get, set]
float Y [get, set]
float Z [get, set]
float W [get, set]
Vector3 V [get, set]
Vector3 Right [get]
Vector3 Forward [get]
Vector3 Up [get]
Angles3 EulerAngles [get]
Quaternion Inverted [get]
Quaternion Normalized [get]
float Length [get]
float Magnitude [get]
float LengthSquared [get]
bool IsIdentity [get]
Angles3 YawPitchRoll [get, set]
The yaw, pitch and roll of this Quaternion. x-YAW y-PITCH (negative=looking down / positive=looking up) z-ROLL More...

Constructor & Destructor Documentation

◆ Quaternion() [1/10]

CryEngine.Quaternion.Quaternion ( Vector3 vector,
float scalar
)
inline

◆ Quaternion() [2/10]

CryEngine.Quaternion.Quaternion ( float scalar,
Vector3 vector
)
inline

◆ Quaternion() [3/10]

CryEngine.Quaternion.Quaternion ( float xCoord,
float yCoord,
float zCoord,
float scalar
)
inline

◆ Quaternion() [4/10]

CryEngine.Quaternion.Quaternion ( Matrix3x3 matrix)
inline

◆ Quaternion() [5/10]

CryEngine.Quaternion.Quaternion ( Matrix3x4 matrix)
inline

◆ Quaternion() [6/10]

CryEngine.Quaternion.Quaternion ( Matrix4x4 matrix)
inline

◆ Quaternion() [7/10]

CryEngine.Quaternion.Quaternion ( Vector3 forwardDirection)
inline

◆ Quaternion() [8/10]

CryEngine.Quaternion.Quaternion ( Angles3 angles)
inline

◆ Quaternion() [9/10]

CryEngine.Quaternion.Quaternion ( Vec3 right,
Vec3 forward,
Vec3 up
)
inline

◆ Quaternion() [10/10]

CryEngine.Quaternion.Quaternion ( Vector3 right,
Vector3 forward,
Vector3 up
)
inline

Member Function Documentation

◆ CreateFromVectors()

static Quaternion CryEngine.Quaternion.CreateFromVectors ( Vector3 right,
Vector3 forward,
Vector3 up
)
inline
static

◆ CreateRotationX()

static Quaternion CryEngine.Quaternion.CreateRotationX ( float radians)
inline
static

◆ CreateRotationXYZ()

static Quaternion CryEngine.Quaternion.CreateRotationXYZ ( Angles3 angles)
inline
static

◆ CreateRotationY()

static Quaternion CryEngine.Quaternion.CreateRotationY ( float radians)
inline
static

◆ CreateRotationZ()

static Quaternion CryEngine.Quaternion.CreateRotationZ ( float radians)
inline
static

◆ Difference()

Quaternion CryEngine.Quaternion.Difference ( Quaternion other)
inline

◆ Dot()

float CryEngine.Quaternion.Dot ( Quaternion other)
inline

◆ Equals() [1/2]

override bool CryEngine.Quaternion.Equals ( object obj)
inline

◆ Equals() [2/2]

bool CryEngine.Quaternion.Equals ( Quaternion other)
inline

◆ GetHashCode()

override int CryEngine.Quaternion.GetHashCode ( )
inline

◆ IsValid()

bool CryEngine.Quaternion.IsValid ( )
inline

◆ Lerp()

static Quaternion CryEngine.Quaternion.Lerp ( Quaternion start,
Quaternion end,
float timeRatio
)
inline
static

Linear-Interpolation between unit quaternions.

Parameters
startStarting quaternion, will be returned if time is 0
endEnd quaternion, will be returned if time is 1
timeRatioThe ratio to slerp between, e.g. 0 = start, 1 = end
Returns
Linearly interpolated return value

◆ Normalize()

void CryEngine.Quaternion.Normalize ( )
inline

◆ operator Quat()

static implicit CryEngine.Quaternion.operator Quat ( Quaternion managedQuat)
inline
static

◆ operator Quaternion()

static implicit CryEngine.Quaternion.operator Quaternion ( Quat nativeQuat)
inline
static

◆ operator!()

static Quaternion CryEngine.Quaternion.operator! ( Quaternion q)
inline
static

◆ operator!=()

static bool CryEngine.Quaternion.operator!= ( Quaternion left,
Quaternion right
)
inline
static

◆ operator%()

static Quaternion CryEngine.Quaternion.operator% ( Quaternion left,
Quaternion right
)
inline
static

◆ operator*() [1/4]

static Quaternion CryEngine.Quaternion.operator* ( Quaternion value,
float scale
)
inline
static

◆ operator*() [2/4]

static Quaternion CryEngine.Quaternion.operator* ( Quaternion left,
Quaternion right
)
inline
static

◆ operator*() [3/4]

static Vector3 CryEngine.Quaternion.operator* ( Quaternion quat,
Vector3 vector
)
inline
static

◆ operator*() [4/4]

static Vector3 CryEngine.Quaternion.operator* ( Vector3 vector,
Quaternion quat
)
inline
static

◆ operator-() [1/2]

static Quaternion CryEngine.Quaternion.operator- ( Quaternion q)
inline
static

◆ operator-() [2/2]

static Quaternion CryEngine.Quaternion.operator- ( Quaternion left,
Quaternion right
)
inline
static

◆ operator/() [1/2]

static Quaternion CryEngine.Quaternion.operator/ ( Quaternion left,
Quaternion right
)
inline
static

◆ operator/() [2/2]

static Quaternion CryEngine.Quaternion.operator/ ( Quaternion left,
float right
)
inline
static

◆ operator==()

static bool CryEngine.Quaternion.operator== ( Quaternion left,
Quaternion right
)
inline
static

◆ SetFromToRotation()

void CryEngine.Quaternion.SetFromToRotation ( Vector3 fromDirection,
Vector3 toDirection
)
inline

◆ SetLookOrientation()

void CryEngine.Quaternion.SetLookOrientation ( Vector3 forward,
Vector3 up
)
inline

◆ Slerp()

static Quaternion CryEngine.Quaternion.Slerp ( Quaternion start,
Quaternion end,
float timeRatio
)
inline
static

Spherical-Interpolation between unit quaternions.

Parameters
startStarting quaternion, will be returned if time is 0
endEnd quaternion, will be returned if time is 1
timeRatioThe ratio to slerp between, e.g. 0 = start, 1 = end
Returns
Spherically interpolated return value

◆ ToString()

override string CryEngine.Quaternion.ToString ( )
inline

Member Data Documentation

◆ Identity

readonly Quaternion CryEngine.Quaternion.Identity = new Quaternion(1, new Vector3(0, 0, 0))
static

Property Documentation

◆ EulerAngles

Angles3 CryEngine.Quaternion.EulerAngles
get

◆ Forward

Vector3 CryEngine.Quaternion.Forward
get

◆ Inverted

Quaternion CryEngine.Quaternion.Inverted
get

◆ IsIdentity

bool CryEngine.Quaternion.IsIdentity
get

◆ Length

float CryEngine.Quaternion.Length
get

◆ LengthSquared

float CryEngine.Quaternion.LengthSquared
get

◆ Magnitude

float CryEngine.Quaternion.Magnitude
get

◆ Normalized

Quaternion CryEngine.Quaternion.Normalized
get
Vector3 CryEngine.Quaternion.Right
get

◆ Up

Vector3 CryEngine.Quaternion.Up
get

◆ v

Vector3 CryEngine.Quaternion.v
get
set

◆ V

Vector3 CryEngine.Quaternion.V
get
set

◆ w

float CryEngine.Quaternion.w
get
set

◆ W

float CryEngine.Quaternion.W
get
set

◆ x

float CryEngine.Quaternion.x
get
set

◆ X

float CryEngine.Quaternion.X
get
set

◆ y

float CryEngine.Quaternion.y
get
set

◆ Y

float CryEngine.Quaternion.Y
get
set

◆ YawPitchRoll

Angles3 CryEngine.Quaternion.YawPitchRoll
get
set

The yaw, pitch and roll of this Quaternion. x-YAW y-PITCH (negative=looking down / positive=looking up) z-ROLL

COORDINATE-SYSTEM z-axis ^ | | y-axis | / | / |/ +------------—> x-axis Note: If we are looking along the z-axis, its not possible to specify the x and z-angle.

The yaw pitch roll.

◆ z

float CryEngine.Quaternion.z
get
set

◆ Z

float CryEngine.Quaternion.Z
get
set