57 lines
1.8 KiB
Markdown
57 lines
1.8 KiB
Markdown
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# Quaternion
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四元数结构体,用于表示 3D 旋转,避免欧拉角的万向锁问题。
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**头文件:** `#include <XCEngine/Math/Quaternion.h>`
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**命名空间:** `XCEngine::Math`
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## 结构体定义
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```cpp
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struct Quaternion {
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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float w = 1.0f;
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};
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```
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## 静态工厂方法
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| 方法 | 返回值 | 描述 |
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|------|--------|------|
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| [Identity()](identity.md) | `Quaternion` | 返回 (0, 0, 0, 1),恒等旋转 |
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| [FromAxisAngle(axis, radians)](fromaxisangle.md) | `Quaternion` | 从轴角创建 |
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| [FromEulerAngles(pitch, yaw, roll)](fromeulerangles.md) | `Quaternion` | 从欧拉角创建(弧度) |
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| [FromEulerAngles(euler)](fromeulerangles.md) | `Quaternion` | 从 Vector3 欧拉角创建 |
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| [FromRotationMatrix(matrix)](fromrotationmatrix.md) | `Quaternion` | 从旋转矩阵创建 |
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| [Slerp(a, b, t)](slerp.md) | `Quaternion` | 球面线性插值 |
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| [LookRotation(forward, up)](lookrotation.md) | `Quaternion` | 看向方向 |
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## 实例方法
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| 方法 | 返回值 | 描述 |
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|------|--------|------|
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| [ToEulerAngles()](toeulerangles.md) | `Vector3` | 转换为欧拉角(弧度) |
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| [ToMatrix4x4()](tomatrix4x4.md) | `Matrix4` | 转换为 4x4 旋转矩阵 |
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| [Inverse()](inverse.md) | `Quaternion` | 共轭/逆四元数 |
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| [Dot(other)](dot.md) | `float` | 点积 |
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| [Magnitude()](magnitude.md) | `float` | 模长 |
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| [Normalized()](normalized.md) | `Quaternion` | 归一化 |
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| [Normalize(q)](../vector2/normalize.md) | `Quaternion` | 归一化(静态) |
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## 运算符
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| 运算符 | 描述 |
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|--------|------|
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| `operator*(Quaternion, Quaternion)` | 组合旋转 |
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## 与 Vector3 的乘法
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[Vector3 * Quaternion](quaternion-multiply.md) - 用四元数旋转向量
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## 相关文档
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- [Math 模块总览](../math.md) - 返回 Math 模块总览
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