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4D Vector (Quaternion) - Open Dev Kit Documentation

Open Dev Kit Documentation :: General :: 4D Vector (Quaternion)

Root.Vector4
Four-dimensional vector. Consists of an X, Y, Z and W component. Typically used in computer graphics and mathematics to represent positions, directions, or color values.

Functions

Constructor ( X Float, Y Float, Z Float, W Float )
Multiply Quaternion ( Quaternion 1 4D Vector (Quaternion), Quaternion 2 4D Vector (Quaternion) ) 4D Vector (Quaternion)
Multiplies two quaternions together
Divide Quaternion ( Quaternion 1 4D Vector (Quaternion), Quaternion 2 4D Vector (Quaternion) ) 4D Vector (Quaternion)
Divides two quaternions by multiplying the inverse of the second with the first
Angle Difference Quaternion ( Quaternion 1 4D Vector (Quaternion), Quaternion 2 4D Vector (Quaternion), Global Boolean ) Float
Returns the angle difference between the two quaternion orientations
Plane Project ( Position 3D Vector ) 3D Vector
Projects a vector onto the plane; finds the closest point on a plane from a point
Create Plane Normal ( Position 3D Vector, Normal 3D Vector ) 4D Vector (Quaternion)
Creates a plane from a single point and normal vector
Create Angles XYZ ( Angles 3D Vector ) 4D Vector (Quaternion)
Creates an orientation from Euler radian angles (X:pitch, Y:roll, Z:yaw)
Create Angles XYZ Deg ( Angles 3D Vector ) 4D Vector (Quaternion)
Creates an orientation from Euler degree angles (X:pitch, Y:roll, Z:yaw)
Create Look At ( Position 3D Vector, Target 3D Vector, Up Vector 3D Vector ) 4D Vector (Quaternion)
Creates an orientation from a target direction or velocity
Create Matrix ( Matrix Matrix 4x 4 ) 4D Vector (Quaternion)
Creates an orientation from a matrix
Create Standard Orientation ( Orientation Standard Orientation ) 4D Vector (Quaternion)
Creates a stanard orientation
Spherical Linear Interpolate ( Vector 1 4D Vector (Quaternion), Vector 2 4D Vector (Quaternion), Factor Double ) 4D Vector (Quaternion)
Returns Vector 1 if Factor is 0, Vector 2 if Factor is 1 and the average of Vector 1 and 2 if Factor is 0.5, with everything in between using vector interpolation
Transform Position ( Position 3D Vector ) 3D Vector
Returns a transformed 3D position vector
Transform Direction ( Direction 3D Vector ) 3D Vector
Returns a transformed 3D normalized directional vector
Transform Quaternion ( Quaternion 4D Vector (Quaternion) ) 4D Vector (Quaternion)
Returns a transformed orientation quaternion
Offset Position ( Position 3D Vector, Distance Float ) 3D Vector
Returns a 3D position vector translated in the direction of the quaternion by the specified distance
Flipped ( Axes Axes ) 4D Vector (Quaternion)
Returns the quaternion flipped along the specified axes
Rotated XYZ ( Angles 3D Vector ) 4D Vector (Quaternion)
Returns the quaternion rotated by the specified Euler radian angles in XYZ order
Rotated XYZ Deg ( Angles 3D Vector ) 4D Vector (Quaternion)
Returns the quaternion rotated by the specified Euler degree angles in XYZ order

Properties

X Float
X component of the vector
Y Float
Y component of the vector
Z Float
Z component of the vector
W Float
W component of the vector; defaults to 1 to simplify quaternion usage
Angles XYZ 3D Vector
Euler radian angles of the quaternion in XYZ order
Angles XYZ Deg 3D Vector
Euler degree angles of the quaternion in XYZ order
Normalized 4D Vector (Quaternion)
vector noramlized
Inverted 4D Vector (Quaternion)
inverted (conguate+normalize) vector
Length Float
length of the vector
Length Squared Float
length of the vector squared; calculated faster and better to use against other lengths which can also easily be squared

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