Quaternions.
This commit is contained in:
204
API.md
204
API.md
@@ -4071,6 +4071,210 @@ Get camera look-at matrix ( View matrix )
|
||||
|
||||
---
|
||||
|
||||
## Math - Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionAdd( Quaternion q1, Quaternion q2 )
|
||||
|
||||
Add two quaternions
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionAddValue( Quaternion q, float add )
|
||||
|
||||
Add quaternion and float value
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionSubtract( Quaternion q1, Quaternion q2 )
|
||||
|
||||
Subtract two quaternions
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionSubtractValue( Quaternion q, float sub )
|
||||
|
||||
Subtract quaternion and float value
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionIdentity()
|
||||
|
||||
Get identity quaternion
|
||||
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionLength( Quaternion q )
|
||||
|
||||
Computes the length of a quaternion
|
||||
|
||||
- Failure return false
|
||||
- Success return float
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionNormalize( Quaternion q )
|
||||
|
||||
Normalize provided quaternion
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionInvert( Quaternion q )
|
||||
|
||||
Invert provided quaternion
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionMultiply( Quaternion q1, Quaternion q2 )
|
||||
|
||||
Calculate two quaternion multiplication
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionScale( Quaternion q, float mul )
|
||||
|
||||
Scale quaternion by float value
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionDivide( Quaternion q1, Quaternion q2 )
|
||||
|
||||
Divide two quaternions
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionLerp( Quaternion q1, Quaternion q2, float amount )
|
||||
|
||||
Calculate linear interpolation between two quaternions
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionNlerp( Quaternion q1, Quaternion q2, float amount )
|
||||
|
||||
Calculate slerp-optimized interpolation between two quaternions
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionSlerp( Quaternion q1, Quaternion q2, float amount )
|
||||
|
||||
Calculates spherical linear interpolation between two quaternions
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionFromVector3ToVector3( Vector3 from, Vector3 to )
|
||||
|
||||
Calculate quaternion based on the rotation from one vector to another
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionFromMatrix( Matrix mat )
|
||||
|
||||
Get a quaternion for a given rotation matrix
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionToMatrix( Quaternion q )
|
||||
|
||||
Get a quaternion for a given rotation matrix
|
||||
|
||||
- Failure return false
|
||||
- Success return Matrix
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionFromAxisAngle( Vector3 axis, float angle )
|
||||
|
||||
Get rotation quaternion for an angle and axis
|
||||
NOTE: angle must be provided in radians
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> axis, angle = RL_QuaternionToAxisAngle( Quaternion q )
|
||||
|
||||
Get the rotation angle and axis for a given quaternion
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector3, float
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionFromEuler( float pitch, float yaw, float roll )
|
||||
|
||||
Get the quaternion equivalent to Euler angles
|
||||
NOTE: Rotation order is ZYX
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionToEuler( Quaternion q )
|
||||
|
||||
Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
|
||||
NOTE: Angles are returned in a Vector3 struct in radians
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector3
|
||||
|
||||
---
|
||||
|
||||
> result = RL_QuaternionTransform( Quaternion q, Matrix mat )
|
||||
|
||||
Transform a quaternion given a transformation matrix
|
||||
|
||||
- Failure return false
|
||||
- Success return Quaternion
|
||||
|
||||
---
|
||||
|
||||
## Gui - Global
|
||||
|
||||
---
|
||||
|
||||
Reference in New Issue
Block a user