||Methods defined here:|
- Get a VRML-style axis plus rotation form of the rotation.
Note that this is in radians, not degrees, and that the angle
is the last, not the first item... (x,y,z,radians)
- __getitem__(self, x)
- __init__(self, elements=[1, 0, 0, 0])
- The initializer is a four-element array,
w, x,y,z -- all elements should be doubles/floats
the default values are those for a unit multiplication
- __mul__(self, other)
- Multiply this quaternion by another quaternion,
generating a new quaternion which is the combination of the
rotations represented by the two source quaternions.
Other is interpreted as taking place within the coordinate
space defined by this quaternion.
Alternately, if "other" is a matrix, return the dot-product
of that matrix with our matrix (i.e. rotate the coordinate)
- Return a human-friendly representation of the quaternion
Currently this representation is as an axis plus rotation (in radians)
- delta(self, other)
- Return the angle in radians between this quaternion and another.
Return value is a positive angle in the range 0-pi representing
the minimum angle between the two quaternion rotations.
From code by Halldor Fannar on the 3D game development algos list
- matrix(self, dtype='f')
- Get a rotation matrix representing this rotation
dtype -- specifies the result-type of the matrix, defaults
to 'f' in order to match real-world precision of matrix
operations in video cards
- slerp(self, other, fraction=0, minimalStep=0.0001)
- Perform fraction of spherical linear interpolation from this quaternion to other quaternion
Algo is from: http://www.gamasutra.com/features/19980703/quaternions_01.htm
Data descriptors defined here:
- list of weak references to the object (if defined)