quaternion QML Value Type | Qt Quick (original) (raw)

real dotProduct(quaternion other)

Returns the scalar real result of the dot product of this quaternion with the other quaternion

var a = Qt.quaternion(1,2,3,4); var b = Qt.quaternion(5,6,7,8); var c = a.dotProduct(b); console.log(c); // 70

quaternion times(quaternion other)

Returns the quaternion result of multiplying this quaternion with the other quaternion, which corresponds to applying both of the rotations

var a = Qt.quaternion(1 / Math.sqrt(2), 1 / Math.sqrt(2), 0, 0); var b = Qt.quaternion(1 / Math.sqrt(2), 0, 1 / Math.sqrt(2), 0); var c = b.times(a); console.log(c.toString()); // QQuaternion(0.5, 0.5, 0.5, -0.5)

vector3d times(vector3d vector)

Returns the vector3d result of rotating the vector with this quaternion

var a = Qt.quaternion(0.5,0.5,0.5,-0.5); var b = Qt.vector3d(4,5,6); var c = a.times(b); console.log(c.toString()); // QVector3D(5, -6, -4)

quaternion times(real factor)

Returns the quaternion result of multiplying this quaternion with the scalar factor

var a = Qt.quaternion(1,2,3,4); var b = 4.48; var c = a.times(b); console.log(c.toString()); // QQuaternion(4.48, 8.96, 13.44, 17.92)

quaternion plus(quaternion other)

Returns the quaternion result of the addition of this quaternion with the other quaternion

var a = Qt.quaternion(1,2,3,4); var b = Qt.quaternion(5,6,7,8); var c = a.plus(b); console.log(c.toString()); // QQuaternion(6, 8, 10, 12)

quaternion minus(quaternion other)

Returns the quaternion result of the subtraction of other quaternion from this quaternion

var a = Qt.quaternion(1,2,3,4); var b = Qt.quaternion(5,6,7,8); var c = a.minus(b); console.log(c.toString()); // QQuaternion(-4, -4, -4, -4)

quaternion normalized()

Returns the normalized unit form of this quaternion

var a = Qt.quaternion(1,2,3,4); var b = a.normalized(); console.log(b.toString()); // QQuaternion(0.182574, 0.365148, 0.547723, 0.730297)

quaternion inverted()

Returns the inverse of this quaternion

var a = Qt.quaternion(0.5,0.5,0.5,-0.5); var b = a.inverted(); console.log(b.toString()); // QQuaternion(0.5, -0.5, -0.5, 0.5)

quaternion conjugated()

Returns the conjugate of this quaternion

var a = Qt.quaternion(1,2,3,4); var b = a.conjugated() console.log(b.toString()); // QQuaternion(1, -2, -3, -4)

real length()

Returns the scalar real value of the length of this quaternion

var a = Qt.quaternion(1,2,3,4); var b = a.length(); console.log(b.toString()); // 5.477225575051661

vector3d toEulerAngles()

Returns the vector3d Euler angles (in degrees) that corresponds to this quaternion

var a = Qt.quaternion(0.933012,0.25,-0.25,0.066987); var b = a.toEulerAngles(); console.log(b.toString()); // QVector3D(30, -30, -4.28846e-05)

vector4d toVector4d()

Returns the vector4d result of converting this quaternion to a vector4d

var a = Qt.quaternion(1,2,3,4); var b = a.toVector4d(); console.log(b.toString()); // QVector4D(2, 3, 4, 1)

bool fuzzyEquals(quaternion other, real epsilon)

Returns true if this quaternion is approximately equal to the other quaternion. The approximation will be true if each attribute of this is within epsilon of other. Note that epsilon is an optional argument, the default epsilon is 0.00001.

var a = Qt.quaternion(1,2,3,4); var b = Qt.quaternion(1.0001, 1.9998, 2.0001, 3.9999); var c = a.fuzzyEquals(b); // default epsilon var d = a.fuzzyEquals(b, 0.005); // supplied epsilon console.log(c + " " + d); // false true