Constructor

@:value({ w : 1., z : 0., y : 0., x : 0. })inlinenew(x:Float = 0., y:Float = 0., z:Float = 0., w:Float = 1.)

Variables

w:Float

x:Float

y:Float

z:Float

Methods

inlineconjugate():Void

inlinedot(q:Quat):Float

inlineidentity():Void

initDirection(dir:Vector, ?up:Vector):Void

initMoveTo(from:Vector, to:Vector):Void

@:value({ rotate : 0.0 })initNormal(dir:Point, rotate:Float = 0.0):Void

initRotateAxis(x:Float, y:Float, z:Float, a:Float):Void

initRotation(ax:Float, ay:Float, az:Float):Void

inlinelength():Float

inlinelengthSq():Float

@:value({ nearest : false })inlinelerp(q1:Quat, q2:Quat, v:Float, nearest:Bool = false):Void

inlineload(q:Quat):Void

multiply(q1:Quat, q2:Quat):Void

inlinenegate():Void

Negate the quaternion: this will not change the actual angle, use conjugate for that.

normalize():Void

inlinepow(v:Float):Void

Makes a unit quaternion to the power of the value.

inlineset(x:Float, y:Float, z:Float, w:Float):Void

slerp(q1:Quat, q2:Quat, v:Float):Void

toMatrix(?m:Matrix):Null<Matrix>

Save to a Left-Handed matrix

toString():String