Open Dev Kit Documentation :: General :: 4D Vector (Quaternion)
Root.Vector4Four-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
If you think anything is missing, please feel free to: submit documentation feedback on this page
