Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET

Namespace: Visual3D
Assembly: Visual3D (in Visual3D.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
public static class Quats
<ExtensionAttribute> _
Public NotInheritable Class Quats

Members

         
 All Members  Fields   Methods  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
Angle(Quaternion%, Quaternion%)
AreEqual(Quaternion%, Quaternion%)
Compare two quaternions, correctly handling Euler quaternion case. See FromEulerQuat for details about Euler quaterions.
EulerIdentity
EulerMarker
FromAngleAxis(Single, Vector3)
Creates a Quaternion from a supplied angle and axis.
FromAxes(Vector3, Vector3, Vector3)
FromEulerQuat(Quaternion)
Converts Euler angles to Quaternion, if given source Quaternion contains Euler angles (W component should be equal to EulerMarker in case if it holds Euler angles rather than normal quaternion contents).
FromRotationMatrix(VMatrix3)
GetAngle(Quaternion)
GetAngle(Quaternion%)
GetElement(Quaternion, Int32)
Gets Vector element as index, where 0=>X, 1=>Y, 2=>Z, defaults to 'Z' for other index values (i.e. no bounds checking).
GetElement(Quaternion%, Int32)
Gets Vector element as index, where 0=>X, 1=>Y, 2=>Z, defaults to 'Z' for other index values (i.e. no bounds checking).
GetEulerAngles(Quaternion, Single%, Single%, Single%)
Converts Quaternion to EulerAngles (X=pitch, Y=Yaw, Z=Roll).
GetFromEulerAngles(Vector3)
GetFromEulerAngles(Single, Single, Single)
GetPitch(Quaternion)
X=pitch
GetRoll(Quaternion)
Z=Roll
GetYaw(Quaternion)
Y=Yaw
GetYawPitch(Vector3, Single%, Single%)
Converts Quaternion to EulerAngles (X=pitch, Y=Yaw, Z=Roll).
Identity
Inverse(Quaternion)
IsIdentity(Quaternion%)
IsInvalid(Quaternion%)
IsNearIdentity(Quaternion)
IsNearIdentity(Quaternion%)
Log(Quaternion)
Calculates the logarithm of a Quaternion.
Multiply(Quaternion, Quaternion)
Multiply(Quaternion, Single)
Multiply(Quaternion%, Quaternion%)
Multiply(Single, Quaternion)
Multiply(Quaternion%, Quaternion%, Quaternion%)
MultiplyBy(Quaternion%, Quaternion%)
Multiplied left by right and sets left to the resulting value
NearlyEquals(Quaternion, Quaternion)
NearlyEquals(Quaternion, Quaternion%)
NearlyEquals(Quaternion%, Quaternion%)
NearlyEquals(Quaternion, Quaternion, Single)
NearlyEquals(Quaternion, Quaternion%, Single)
NearlyEquals(Quaternion%, Quaternion%, Single)
NearZeroAngleCos
NearZeroAngleW
New(Single, Single, Single, Single)
Nlerp(Single, Quaternion, Quaternion)
Nlerp(Single, Quaternion, Quaternion, Boolean)
Normalized(Quaternion%)
Divides each component of the quaternion by the length of the quaternion.
Rotate(Quaternion, Quaternion)
SetElement(Quaternion%, Int32, Single)
Sets Vector element as index, where 0=>X, 1=>Y, 2=>Z, defaults to 'Z' for other index values (i.e. no bounds checking).
SetFromEulerAngles(Quaternion%, Single, Single, Single)
Slerp(Single, Quaternion, Quaternion)
Slerp(Single, Quaternion, Quaternion, Boolean)
TODO - see if this can be replaced by the DX Quat.Slerps.
Squad(Single, Quaternion, Quaternion, Quaternion, Quaternion, Boolean)
Performs spherical quadratic interpolation.
ToAngle(Quaternion)
ToAngleAxis(Quaternion, Single%, Vector3%)
ToAxes(Quaternion, Vector3%, Vector3%, Vector3%)
ToAxis(Quaternion)
ToAxisAngle(Quaternion, Vector3%, Single%)
ToAxisAngle(Quaternion%, Vector3%, Single%)
ToEulerQuat(Quaternion%)
ToEulerQuat(Rotation%, Quaternion%)
ToEulerQuat(Single, Single, Single)
ToNormalized(Quaternion)
ToRotation(Quaternion%)
ToRotationMatrix(Quaternion)
Gets a 3x3 rotation matrix from this Quaternion.
ToString(Quaternion)
Yaw180
Yaw90
YawMinus90

Inheritance Hierarchy

System..::..Object
  Visual3D..::..Quats

See Also