starry / backend /libs /three /math /Quaternion.d.ts
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import { Euler } from './Euler';
import { Vector3 } from './Vector3';
import { Matrix4 } from './Matrix4';
/**
* Implementation of a quaternion. This is used for rotating things without incurring in the dreaded gimbal lock issue, amongst other advantages.
*
* @example
* const quaternion = new THREE.Quaternion();
* quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
* const vector = new THREE.Vector3( 1, 0, 0 );
* vector.applyQuaternion( quaternion );
*/
export class Quaternion {
/**
* @param x x coordinate
* @param y y coordinate
* @param z z coordinate
* @param w w coordinate
*/
constructor(x?: number, y?: number, z?: number, w?: number);
/**
* @default 0
*/
x: number;
/**
* @default 0
*/
y: number;
/**
* @default 0
*/
z: number;
/**
* @default 1
*/
w: number;
readonly isQuaternion: true;
/**
* Sets values of this quaternion.
*/
set(x: number, y: number, z: number, w: number): Quaternion;
/**
* Clones this quaternion.
*/
clone(): this;
/**
* Copies values of q to this quaternion.
*/
copy(q: Quaternion): this;
/**
* Sets this quaternion from rotation specified by Euler angles.
*/
setFromEuler(euler: Euler, update?: boolean): Quaternion;
/**
* Sets this quaternion from rotation specified by axis and angle.
* Adapted from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm.
* Axis have to be normalized, angle is in radians.
*/
setFromAxisAngle(axis: Vector3, angle: number): Quaternion;
/**
* Sets this quaternion from rotation component of m. Adapted from http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm.
*/
setFromRotationMatrix(m: Matrix4): Quaternion;
setFromUnitVectors(vFrom: Vector3, vTo: Vector3): Quaternion;
angleTo(q: Quaternion): number;
rotateTowards(q: Quaternion, step: number): Quaternion;
identity(): Quaternion;
/**
* Inverts this quaternion.
*/
invert(): Quaternion;
conjugate(): Quaternion;
dot(v: Quaternion): number;
lengthSq(): number;
/**
* Computes length of this quaternion.
*/
length(): number;
/**
* Normalizes this quaternion.
*/
normalize(): Quaternion;
/**
* Multiplies this quaternion by b.
*/
multiply(q: Quaternion): Quaternion;
premultiply(q: Quaternion): Quaternion;
/**
* Sets this quaternion to a x b
* Adapted from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm.
*/
multiplyQuaternions(a: Quaternion, b: Quaternion): Quaternion;
slerp(qb: Quaternion, t: number): Quaternion;
slerpQuaternions(qa: Quaternion, qb: Quaternion, t: number): Quaternion;
equals(v: Quaternion): boolean;
/**
* Sets this quaternion's x, y, z and w value from the provided array or array-like.
* @param array the source array or array-like.
* @param offset (optional) offset into the array. Default is 0.
*/
fromArray(array: number[] | ArrayLike<number>, offset?: number): this;
/**
* Returns an array [x, y, z, w], or copies x, y, z and w into the provided array.
* @param array (optional) array to store the quaternion to. If this is not provided, a new array will be created.
* @param offset (optional) optional offset into the array.
* @return The created or provided array.
*/
toArray(array?: number[], offset?: number): number[];
/**
* Copies x, y, z and w into the provided array-like.
* @param array array-like to store the quaternion to.
* @param offset (optional) optional offset into the array.
* @return The provided array-like.
*/
toArray(array: ArrayLike<number>, offset?: number): ArrayLike<number>;
_onChange(callback: () => void): Quaternion;
_onChangeCallback: () => void;
static slerpFlat(dst: number[], dstOffset: number, src0: number[], srcOffset: number, src1: number[], stcOffset1: number, t: number): Quaternion;
static multiplyQuaternionsFlat(dst: number[], dstOffset: number, src0: number[], srcOffset: number, src1: number[], stcOffset1: number): number[];
/**
* @deprecated Use qm.slerpQuaternions( qa, qb, t ) instead..
*/
static slerp(qa: Quaternion, qb: Quaternion, qm: Quaternion, t: number): number;
/**
* @deprecated Use {@link Vector#applyQuaternion vector.applyQuaternion( quaternion )} instead.
*/
multiplyVector3(v: any): any;
/**
* @deprecated Use {@link Quaternion#invert .invert()} instead.
*/
inverse(): Quaternion;
random(): Quaternion;
}