*(p0) |
[ESMF] E_Quaternion E_Quaternion.*(number) |
*=(p0) |
[ESMF] E_Quaternion E_Quaternion.*=(Number) |
/(p0) |
[ESMF] E_Quaternion E_Quaternion./(number) |
/=(p0) |
[ESMF] E_Quaternion E_Quaternion./=(Number) |
_constructor([p0 [, p1 [, p2 [, p3]]]]) |
[ESMF] Quaternion new Quaternion([ x,y,z,w | Quaternion | Mat3x3| Array(x,y,z,w) ]) |
conjugate() |
[ESMF] E_Quaternion E_Quaternion.conjugate() |
dot(p0) |
[ESMF] Number E_Quaternion.dot(Quaternion) |
eulerToQuaternion(p0) |
[ESF] (static) E_Quaternion eulerToQuaternion(Vec3) |
getW() |
[ESMF] number E_Quaternion.getW() |
getX() |
[ESMF] number E_Quaternion.getX() |
getY() |
[ESMF] number E_Quaternion.getY() |
getZ() |
[ESMF] number E_Quaternion.getZ() |
inverse() |
[ESMF] E_Quaternion E_Quaternion.inverse() |
length() |
[ESMF] number E_Quaternion.length() |
lerp(p0, p1, p2) |
[ESF] (static) E_Quaternion lerp(Quaternion, Quaternion, float) |
makeRotate(p0, p1 [, p2 [, p3]]) |
[ESMF] self E_Quaternion.makeRotate(deg, (Vec3 axis | x,y,z) ) |
matrixToQuaternion(p0) |
[ESF] (static) E_Quaternion matrixToQuaternion(Matrix3x3) |
normalize() |
[ESMF] self E_Quaternion.normalize() |
setW(p0) |
[ESMF] self E_Quaternion.setW(Number) |
setX(p0) |
[ESMF] self E_Quaternion.setX(Number) |
setY(p0) |
[ESMF] self E_Quaternion.setY(Number) |
setZ(p0) |
[ESMF] self E_Quaternion.setZ(Number) |
slerp(p0, p1, p2) |
[ESF] (static) E_Quaternion slerp(Quaternion, Quaternion, float) |
toArray() |
[ESMF] Array E_Quaternion.toArray() |
toEuler() |
[ESMF] E_Vec3 E_Quaternion.toEuler() |
toMatrix() |
[ESMF] E_Matrix3x3 E_Quaternion.toMatrix() |