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- #region Assembly SharpDX.dll, v2.6.2.0
- // b:\__DIP\dev\_main_dev\EyeOut\EyeOut\packages\SharpDX.2.6.2\Bin\DirectX11-Signed-net40\SharpDX.dll
- #endregion
- using SharpDX.Serialization;
- using System;
- using System.Reflection;
- namespace SharpDX
- {
- // Summary:
- // Represents a four dimensional mathematical quaternion.
- public struct Quaternion : IEquatable<Quaternion>, IFormattable, IDataSerializable
- {
- // Summary:
- // The identity SharpDX.Quaternion (0, 0, 0, 1).
- public static readonly Quaternion Identity;
- //
- // Summary:
- // A SharpDX.Quaternion with all of its components set to one.
- public static readonly Quaternion One;
- //
- // Summary:
- // The size of the SharpDX.Quaternion type, in bytes.
- public static readonly int SizeInBytes;
- //
- // Summary:
- // The W component of the quaternion.
- public float W;
- //
- // Summary:
- // The X component of the quaternion.
- public float X;
- //
- // Summary:
- // The Y component of the quaternion.
- public float Y;
- //
- // Summary:
- // The Z component of the quaternion.
- public float Z;
- //
- // Summary:
- // A SharpDX.Quaternion with all of its components set to zero.
- public static readonly Quaternion Zero;
- //
- // Summary:
- // Initializes a new instance of the SharpDX.Quaternion struct.
- //
- // Parameters:
- // value:
- // The value that will be assigned to all components.
- public Quaternion(float value);
- //
- // Summary:
- // Initializes a new instance of the SharpDX.Quaternion struct.
- //
- // Parameters:
- // values:
- // The values to assign to the X, Y, Z, and W components of the quaternion.
- // This must be an array with four elements.
- //
- // Exceptions:
- // System.ArgumentNullException:
- // Thrown when values is null.
- //
- // System.ArgumentOutOfRangeException:
- // Thrown when values contains more or less than four elements.
- public Quaternion(float[] values);
- //
- // Summary:
- // Initializes a new instance of the SharpDX.Quaternion struct.
- //
- // Parameters:
- // value:
- // A vector containing the values with which to initialize the components.
- public Quaternion(Vector4 value);
- //
- // Summary:
- // Initializes a new instance of the SharpDX.Quaternion struct.
- //
- // Parameters:
- // value:
- // A vector containing the values with which to initialize the X, Y, and Z components.
- //
- // w:
- // Initial value for the W component of the quaternion.
- public Quaternion(Vector3 value, float w);
- //
- // Summary:
- // Initializes a new instance of the SharpDX.Quaternion struct.
- //
- // Parameters:
- // value:
- // A vector containing the values with which to initialize the X and Y components.
- //
- // z:
- // Initial value for the Z component of the quaternion.
- //
- // w:
- // Initial value for the W component of the quaternion.
- public Quaternion(Vector2 value, float z, float w);
- //
- // Summary:
- // Initializes a new instance of the SharpDX.Quaternion struct.
- //
- // Parameters:
- // x:
- // Initial value for the X component of the quaternion.
- //
- // y:
- // Initial value for the Y component of the quaternion.
- //
- // z:
- // Initial value for the Z component of the quaternion.
- //
- // w:
- // Initial value for the W component of the quaternion.
- public Quaternion(float x, float y, float z, float w);
- // Summary:
- // Reverses the direction of a given quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to negate.
- //
- // Returns:
- // A quaternion facing in the opposite direction.
- public static Quaternion operator -(Quaternion value);
- //
- // Summary:
- // Subtracts two quaternions.
- //
- // Parameters:
- // left:
- // The first quaternion to subtract.
- //
- // right:
- // The second quaternion to subtract.
- //
- // Returns:
- // The difference of the two quaternions.
- public static Quaternion operator -(Quaternion left, Quaternion right);
- //
- // Summary:
- // Tests for inequality between two objects.
- //
- // Parameters:
- // left:
- // The first value to compare.
- //
- // right:
- // The second value to compare.
- //
- // Returns:
- // true if left has a different value than right; otherwise, false.
- public static bool operator !=(Quaternion left, Quaternion right);
- //
- // Summary:
- // Scales a quaternion by the given value.
- //
- // Parameters:
- // value:
- // The quaternion to scale.
- //
- // scale:
- // The amount by which to scale the quaternion.
- //
- // Returns:
- // The scaled quaternion.
- public static Quaternion operator *(float scale, Quaternion value);
- //
- // Summary:
- // Scales a quaternion by the given value.
- //
- // Parameters:
- // value:
- // The quaternion to scale.
- //
- // scale:
- // The amount by which to scale the quaternion.
- //
- // Returns:
- // The scaled quaternion.
- public static Quaternion operator *(Quaternion value, float scale);
- //
- // Summary:
- // Multiplies a quaternion by another.
- //
- // Parameters:
- // left:
- // The first quaternion to multiply.
- //
- // right:
- // The second quaternion to multiply.
- //
- // Returns:
- // The multiplied quaternion.
- public static Quaternion operator *(Quaternion left, Quaternion right);
- //
- // Summary:
- // Adds two quaternions.
- //
- // Parameters:
- // left:
- // The first quaternion to add.
- //
- // right:
- // The second quaternion to add.
- //
- // Returns:
- // The sum of the two quaternions.
- public static Quaternion operator +(Quaternion left, Quaternion right);
- //
- // Summary:
- // Tests for equality between two objects.
- //
- // Parameters:
- // left:
- // The first value to compare.
- //
- // right:
- // The second value to compare.
- //
- // Returns:
- // true if left has the same value as right; otherwise, false.
- public static bool operator ==(Quaternion left, Quaternion right);
- // Summary:
- // Gets the angle of the quaternion.
- public float Angle { get; }
- //
- // Summary:
- // Gets the axis components of the quaternion.
- public Vector3 Axis { get; }
- //
- // Summary:
- // Gets a value indicating whether this instance is equivalent to the identity
- // quaternion.
- public bool IsIdentity { get; }
- //
- // Summary:
- // Gets a value indicting whether this instance is normalized.
- public bool IsNormalized { get; }
- // Summary:
- // Gets or sets the component at the specified index.
- //
- // Parameters:
- // index:
- // The index of the component to access. Use 0 for the X component, 1 for the
- // Y component, 2 for the Z component, and 3 for the W component.
- //
- // Returns:
- // The value of the component at the specified index.
- //
- // Exceptions:
- // System.ArgumentOutOfRangeException:
- // Thrown when the index is out of the range [0, 3].
- public float this[int index] { get; set; }
- // Summary:
- // Adds two quaternions.
- //
- // Parameters:
- // left:
- // The first quaternion to add.
- //
- // right:
- // The second quaternion to add.
- //
- // Returns:
- // The sum of the two quaternions.
- public static Quaternion Add(Quaternion left, Quaternion right);
- //
- // Summary:
- // Adds two quaternions.
- //
- // Parameters:
- // left:
- // The first quaternion to add.
- //
- // right:
- // The second quaternion to add.
- //
- // result:
- // When the method completes, contains the sum of the two quaternions.
- public static void Add(ref Quaternion left, ref Quaternion right, out Quaternion result);
- //
- // Summary:
- // Returns a SharpDX.Quaternion containing the 4D Cartesian coordinates of a
- // point specified in Barycentric coordinates relative to a 2D triangle.
- //
- // Parameters:
- // value1:
- // A SharpDX.Quaternion containing the 4D Cartesian coordinates of vertex 1
- // of the triangle.
- //
- // value2:
- // A SharpDX.Quaternion containing the 4D Cartesian coordinates of vertex 2
- // of the triangle.
- //
- // value3:
- // A SharpDX.Quaternion containing the 4D Cartesian coordinates of vertex 3
- // of the triangle.
- //
- // amount1:
- // Barycentric coordinate b2, which expresses the weighting factor toward vertex
- // 2 (specified in value2).
- //
- // amount2:
- // Barycentric coordinate b3, which expresses the weighting factor toward vertex
- // 3 (specified in value3).
- //
- // Returns:
- // A new SharpDX.Quaternion containing the 4D Cartesian coordinates of the specified
- // point.
- public static Quaternion Barycentric(Quaternion value1, Quaternion value2, Quaternion value3, float amount1, float amount2);
- //
- // Summary:
- // Returns a SharpDX.Quaternion containing the 4D Cartesian coordinates of a
- // point specified in Barycentric coordinates relative to a 2D triangle.
- //
- // Parameters:
- // value1:
- // A SharpDX.Quaternion containing the 4D Cartesian coordinates of vertex 1
- // of the triangle.
- //
- // value2:
- // A SharpDX.Quaternion containing the 4D Cartesian coordinates of vertex 2
- // of the triangle.
- //
- // value3:
- // A SharpDX.Quaternion containing the 4D Cartesian coordinates of vertex 3
- // of the triangle.
- //
- // amount1:
- // Barycentric coordinate b2, which expresses the weighting factor toward vertex
- // 2 (specified in value2).
- //
- // amount2:
- // Barycentric coordinate b3, which expresses the weighting factor toward vertex
- // 3 (specified in value3).
- //
- // result:
- // When the method completes, contains a new SharpDX.Quaternion containing the
- // 4D Cartesian coordinates of the specified point.
- public static void Barycentric(ref Quaternion value1, ref Quaternion value2, ref Quaternion value3, float amount1, float amount2, out Quaternion result);
- //
- // Summary:
- // Creates a left-handed spherical billboard that rotates around a specified
- // object position.
- //
- // Parameters:
- // objectPosition:
- // The position of the object around which the billboard will rotate.
- //
- // cameraPosition:
- // The position of the camera.
- //
- // cameraUpVector:
- // The up vector of the camera.
- //
- // cameraForwardVector:
- // The forward vector of the camera.
- //
- // Returns:
- // When the method completes, contains the created billboard quaternion.
- public static Quaternion BillboardLH(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Vector3 cameraForwardVector);
- //
- // Summary:
- // Creates a left-handed spherical billboard that rotates around a specified
- // object position.
- //
- // Parameters:
- // objectPosition:
- // The position of the object around which the billboard will rotate.
- //
- // cameraPosition:
- // The position of the camera.
- //
- // cameraUpVector:
- // The up vector of the camera.
- //
- // cameraForwardVector:
- // The forward vector of the camera.
- //
- // result:
- // When the method completes, contains the created billboard quaternion.
- public static void BillboardLH(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 cameraUpVector, ref Vector3 cameraForwardVector, out Quaternion result);
- //
- // Summary:
- // Creates a left-handed spherical billboard that rotates around a specified
- // object position.
- //
- // Parameters:
- // objectPosition:
- // The position of the object around which the billboard will rotate.
- //
- // cameraPosition:
- // The position of the camera.
- //
- // cameraUpVector:
- // The up vector of the camera.
- //
- // cameraForwardVector:
- // The forward vector of the camera.
- //
- // Returns:
- // When the method completes, contains the created billboard quaternion.
- public static Quaternion BillboardRH(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Vector3 cameraForwardVector);
- //
- // Summary:
- // Creates a left-handed spherical billboard that rotates around a specified
- // object position.
- //
- // Parameters:
- // objectPosition:
- // The position of the object around which the billboard will rotate.
- //
- // cameraPosition:
- // The position of the camera.
- //
- // cameraUpVector:
- // The up vector of the camera.
- //
- // cameraForwardVector:
- // The forward vector of the camera.
- //
- // result:
- // When the method completes, contains the created billboard quaternion.
- public static void BillboardRH(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 cameraUpVector, ref Vector3 cameraForwardVector, out Quaternion result);
- //
- // Summary:
- // Conjugates the quaternion.
- public void Conjugate();
- //
- // Summary:
- // Conjugates a quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to conjugate.
- //
- // Returns:
- // The conjugated quaternion.
- public static Quaternion Conjugate(Quaternion value);
- //
- // Summary:
- // Conjugates a quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to conjugate.
- //
- // result:
- // When the method completes, contains the conjugated quaternion.
- public static void Conjugate(ref Quaternion value, out Quaternion result);
- //
- // Summary:
- // Calculates the dot product of two quaternions.
- //
- // Parameters:
- // left:
- // First source quaternion.
- //
- // right:
- // Second source quaternion.
- //
- // Returns:
- // The dot product of the two quaternions.
- public static float Dot(Quaternion left, Quaternion right);
- //
- // Summary:
- // Calculates the dot product of two quaternions.
- //
- // Parameters:
- // left:
- // First source quaternion.
- //
- // right:
- // Second source quaternion.
- //
- // result:
- // When the method completes, contains the dot product of the two quaternions.
- public static void Dot(ref Quaternion left, ref Quaternion right, out float result);
- //
- // Summary:
- // Determines whether the specified System.Object is equal to this instance.
- //
- // Parameters:
- // value:
- // The System.Object to compare with this instance.
- //
- // Returns:
- // true if the specified System.Object is equal to this instance; otherwise,
- // false.
- public override bool Equals(object value);
- //
- // Summary:
- // Determines whether the specified SharpDX.Quaternion is equal to this instance.
- //
- // Parameters:
- // other:
- // The SharpDX.Quaternion to compare with this instance.
- //
- // Returns:
- // true if the specified SharpDX.Quaternion is equal to this instance; otherwise,
- // false.
- public bool Equals(Quaternion other);
- //
- // Summary:
- // Determines whether the specified SharpDX.Quaternion is equal to this instance.
- //
- // Parameters:
- // other:
- // The SharpDX.Quaternion to compare with this instance.
- //
- // Returns:
- // true if the specified SharpDX.Quaternion is equal to this instance; otherwise,
- // false.
- public bool Equals(ref Quaternion other);
- //
- // Summary:
- // Exponentiates a quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to exponentiate.
- //
- // Returns:
- // The exponentiated quaternion.
- public static Quaternion Exponential(Quaternion value);
- //
- // Summary:
- // Exponentiates a quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to exponentiate.
- //
- // result:
- // When the method completes, contains the exponentiated quaternion.
- public static void Exponential(ref Quaternion value, out Quaternion result);
- //
- // Summary:
- // Returns a hash code for this instance.
- //
- // Returns:
- // A hash code for this instance, suitable for use in hashing algorithms and
- // data structures like a hash table.
- public override int GetHashCode();
- //
- // Summary:
- // Conjugates and renormalizes the quaternion.
- public void Invert();
- //
- // Summary:
- // Conjugates and renormalizes the quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to conjugate and renormalize.
- //
- // Returns:
- // The conjugated and renormalized quaternion.
- public static Quaternion Invert(Quaternion value);
- //
- // Summary:
- // Conjugates and renormalizes the quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to conjugate and renormalize.
- //
- // result:
- // When the method completes, contains the conjugated and renormalized quaternion.
- public static void Invert(ref Quaternion value, out Quaternion result);
- //
- // Summary:
- // Calculates the length of the quaternion.
- //
- // Returns:
- // The length of the quaternion.
- //
- // Remarks:
- // SharpDX.Quaternion.LengthSquared() may be preferred when only the relative
- // length is needed and speed is of the essence.
- public float Length();
- //
- // Summary:
- // Calculates the squared length of the quaternion.
- //
- // Returns:
- // The squared length of the quaternion.
- //
- // Remarks:
- // This method may be preferred to SharpDX.Quaternion.Length() when only a relative
- // length is needed and speed is of the essence.
- public float LengthSquared();
- //
- // Summary:
- // Performs a linear interpolation between two quaternion.
- //
- // Parameters:
- // start:
- // Start quaternion.
- //
- // end:
- // End quaternion.
- //
- // amount:
- // Value between 0 and 1 indicating the weight of end.
- //
- // Returns:
- // The linear interpolation of the two quaternions.
- //
- // Remarks:
- // This method performs the linear interpolation based on the following formula.
- // start + (end - start) * amount Passing amount a value of 0 will cause start
- // to be returned; a value of 1 will cause end to be returned.
- public static Quaternion Lerp(Quaternion start, Quaternion end, float amount);
- //
- // Summary:
- // Performs a linear interpolation between two quaternions.
- //
- // Parameters:
- // start:
- // Start quaternion.
- //
- // end:
- // End quaternion.
- //
- // amount:
- // Value between 0 and 1 indicating the weight of end.
- //
- // result:
- // When the method completes, contains the linear interpolation of the two quaternions.
- //
- // Remarks:
- // This method performs the linear interpolation based on the following formula.
- // start + (end - start) * amount Passing amount a value of 0 will cause start
- // to be returned; a value of 1 will cause end to be returned.
- public static void Lerp(ref Quaternion start, ref Quaternion end, float amount, out Quaternion result);
- //
- // Summary:
- // Calculates the natural logarithm of the specified quaternion.
- //
- // Parameters:
- // value:
- // The quaternion whose logarithm will be calculated.
- //
- // Returns:
- // The natural logarithm of the quaternion.
- public static Quaternion Logarithm(Quaternion value);
- //
- // Summary:
- // Calculates the natural logarithm of the specified quaternion.
- //
- // Parameters:
- // value:
- // The quaternion whose logarithm will be calculated.
- //
- // result:
- // When the method completes, contains the natural logarithm of the quaternion.
- public static void Logarithm(ref Quaternion value, out Quaternion result);
- //
- // Summary:
- // Scales a quaternion by the given value.
- //
- // Parameters:
- // value:
- // The quaternion to scale.
- //
- // scale:
- // The amount by which to scale the quaternion.
- //
- // Returns:
- // The scaled quaternion.
- public static Quaternion Multiply(Quaternion value, float scale);
- //
- // Summary:
- // Multiplies a quaternion by another.
- //
- // Parameters:
- // left:
- // The first quaternion to multiply.
- //
- // right:
- // The second quaternion to multiply.
- //
- // Returns:
- // The multiplied quaternion.
- public static Quaternion Multiply(Quaternion left, Quaternion right);
- //
- // Summary:
- // Scales a quaternion by the given value.
- //
- // Parameters:
- // value:
- // The quaternion to scale.
- //
- // scale:
- // The amount by which to scale the quaternion.
- //
- // result:
- // When the method completes, contains the scaled quaternion.
- public static void Multiply(ref Quaternion value, float scale, out Quaternion result);
- //
- // Summary:
- // Multiplies a quaternion by another.
- //
- // Parameters:
- // left:
- // The first quaternion to multiply.
- //
- // right:
- // The second quaternion to multiply.
- //
- // result:
- // When the method completes, contains the multiplied quaternion.
- public static void Multiply(ref Quaternion left, ref Quaternion right, out Quaternion result);
- //
- // Summary:
- // Reverses the direction of a given quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to negate.
- //
- // Returns:
- // A quaternion facing in the opposite direction.
- public static Quaternion Negate(Quaternion value);
- //
- // Summary:
- // Reverses the direction of a given quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to negate.
- //
- // result:
- // When the method completes, contains a quaternion facing in the opposite direction.
- public static void Negate(ref Quaternion value, out Quaternion result);
- //
- // Summary:
- // Converts the quaternion into a unit quaternion.
- public void Normalize();
- //
- // Summary:
- // Converts the quaternion into a unit quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to normalize.
- //
- // Returns:
- // The normalized quaternion.
- public static Quaternion Normalize(Quaternion value);
- //
- // Summary:
- // Converts the quaternion into a unit quaternion.
- //
- // Parameters:
- // value:
- // The quaternion to normalize.
- //
- // result:
- // When the method completes, contains the normalized quaternion.
- public static void Normalize(ref Quaternion value, out Quaternion result);
- //
- // Summary:
- // Creates a quaternion given a rotation and an axis.
- //
- // Parameters:
- // axis:
- // The axis of rotation.
- //
- // angle:
- // The angle of rotation.
- //
- // Returns:
- // The newly created quaternion.
- public static Quaternion RotationAxis(Vector3 axis, float angle);
- //
- // Summary:
- // Creates a quaternion given a rotation and an axis.
- //
- // Parameters:
- // axis:
- // The axis of rotation.
- //
- // angle:
- // The angle of rotation.
- //
- // result:
- // When the method completes, contains the newly created quaternion.
- public static void RotationAxis(ref Vector3 axis, float angle, out Quaternion result);
- //
- // Summary:
- // Creates a quaternion given forward and up vectors
- //
- // Parameters:
- // forward:
- // The forward vector the quaternion should look at
- //
- // up:
- // The up vector of the quaternion (must be perpendicular to forward vector)
- //
- // right:
- // The right vector of the quaternion
- //
- // Returns:
- // The newly created quaternion
- public static Quaternion RotationLookAt(Vector3 forward, Vector3 up, Vector3 right);
- //
- // Summary:
- // Creates a quaternion given forward and up vectors
- //
- // Parameters:
- // forward:
- // The forward vector the quaternion should look at
- //
- // up:
- // The up vector of the quaternion (must be perpendicular to forward vector)
- //
- // right:
- // The right vector of the quaternion (must be perpendicular to forward vector)
- //
- // result:
- // The newly created quaternion
- public static void RotationLookAt(ref Vector3 forward, ref Vector3 up, ref Vector3 right, out Quaternion result);
- //
- // Summary:
- // Creates a quaternion given left-handed forward and up vectors
- //
- // Parameters:
- // forward:
- // The forward vector the quaternion should look at
- //
- // up:
- // The up vector of the quaternion (must be perpendicular to forward vector)
- //
- // Returns:
- // The newly created quaternion
- public static Quaternion RotationLookAtLH(Vector3 forward, Vector3 up);
- //
- // Summary:
- // Creates a quaternion given left-handed forward and up vectors
- //
- // Parameters:
- // forward:
- // The forward vector the quaternion should look at
- //
- // up:
- // The up vector of the quaternion (must be perpendicular to forward vector)
- //
- // result:
- // The newly created quaternion
- public static void RotationLookAtLH(ref Vector3 forward, ref Vector3 up, out Quaternion result);
- //
- // Summary:
- // Creates a quaternion given right-handed forward and up vectors
- //
- // Parameters:
- // forward:
- // The forward vector the quaternion should look at
- //
- // up:
- // The up vector of the quaternion (must be perpendicular to forward vector)
- //
- // Returns:
- // The newly created quaternion
- public static Quaternion RotationLookAtRH(Vector3 forward, Vector3 up);
- //
- // Summary:
- // Creates a quaternion given right-handed forward and up vectors
- //
- // Parameters:
- // forward:
- // The forward vector the quaternion should look at
- //
- // up:
- // The up vector of the quaternion (must be perpendicular to forward vector)
- //
- // result:
- // The newly created quaternion
- public static void RotationLookAtRH(ref Vector3 forward, ref Vector3 up, out Quaternion result);
- //
- // Summary:
- // Creates a quaternion given a rotation matrix.
- //
- // Parameters:
- // matrix:
- // The rotation matrix.
- //
- // Returns:
- // The newly created quaternion.
- public static Quaternion RotationMatrix(Matrix matrix);
- //
- // Summary:
- // Creates a quaternion given a rotation matrix.
- //
- // Parameters:
- // matrix:
- // The rotation matrix.
- //
- // result:
- // When the method completes, contains the newly created quaternion.
- public static void RotationMatrix(ref Matrix matrix, out Quaternion result);
- //
- // Summary:
- // Creates a quaternion given a rotation matrix.
- //
- // Parameters:
- // matrix:
- // The rotation matrix.
- //
- // result:
- // When the method completes, contains the newly created quaternion.
- public static void RotationMatrix(ref Matrix3x3 matrix, out Quaternion result);
- //
- // Summary:
- // Creates a quaternion given a yaw, pitch, and roll value.
- //
- // Parameters:
- // yaw:
- // The yaw of rotation.
- //
- // pitch:
- // The pitch of rotation.
- //
- // roll:
- // The roll of rotation.
- //
- // Returns:
- // The newly created quaternion.
- public static Quaternion RotationYawPitchRoll(float yaw, float pitch, float roll);
- //
- // Summary:
- // Creates a quaternion given a yaw, pitch, and roll value.
- //
- // Parameters:
- // yaw:
- // The yaw of rotation.
- //
- // pitch:
- // The pitch of rotation.
- //
- // roll:
- // The roll of rotation.
- //
- // result:
- // When the method completes, contains the newly created quaternion.
- public static void RotationYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result);
- //
- // Summary:
- // Interpolates between two quaternions, using spherical linear interpolation.
- //
- // Parameters:
- // start:
- // Start quaternion.
- //
- // end:
- // End quaternion.
- //
- // amount:
- // Value between 0 and 1 indicating the weight of end.
- //
- // Returns:
- // The spherical linear interpolation of the two quaternions.
- public static Quaternion Slerp(Quaternion start, Quaternion end, float amount);
- //
- // Summary:
- // Interpolates between two quaternions, using spherical linear interpolation.
- //
- // Parameters:
- // start:
- // Start quaternion.
- //
- // end:
- // End quaternion.
- //
- // amount:
- // Value between 0 and 1 indicating the weight of end.
- //
- // result:
- // When the method completes, contains the spherical linear interpolation of
- // the two quaternions.
- public static void Slerp(ref Quaternion start, ref Quaternion end, float amount, out Quaternion result);
- //
- // Summary:
- // Interpolates between quaternions, using spherical quadrangle interpolation.
- //
- // Parameters:
- // value1:
- // First source quaternion.
- //
- // value2:
- // Second source quaternion.
- //
- // value3:
- // Third source quaternion.
- //
- // value4:
- // Fourth source quaternion.
- //
- // amount:
- // Value between 0 and 1 indicating the weight of interpolation.
- //
- // Returns:
- // The spherical quadrangle interpolation of the quaternions.
- public static Quaternion Squad(Quaternion value1, Quaternion value2, Quaternion value3, Quaternion value4, float amount);
- //
- // Summary:
- // Interpolates between quaternions, using spherical quadrangle interpolation.
- //
- // Parameters:
- // value1:
- // First source quaternion.
- //
- // value2:
- // Second source quaternion.
- //
- // value3:
- // Third source quaternion.
- //
- // value4:
- // Fourth source quaternion.
- //
- // amount:
- // Value between 0 and 1 indicating the weight of interpolation.
- //
- // result:
- // When the method completes, contains the spherical quadrangle interpolation
- // of the quaternions.
- public static void Squad(ref Quaternion value1, ref Quaternion value2, ref Quaternion value3, ref Quaternion value4, float amount, out Quaternion result);
- //
- // Summary:
- // Sets up control points for spherical quadrangle interpolation.
- //
- // Parameters:
- // value1:
- // First source quaternion.
- //
- // value2:
- // Second source quaternion.
- //
- // value3:
- // Third source quaternion.
- //
- // value4:
- // Fourth source quaternion.
- //
- // Returns:
- // An array of three quaternions that represent control points for spherical
- // quadrangle interpolation.
- public static Quaternion[] SquadSetup(Quaternion value1, Quaternion value2, Quaternion value3, Quaternion value4);
- //
- // Summary:
- // Subtracts two quaternions.
- //
- // Parameters:
- // left:
- // The first quaternion to subtract.
- //
- // right:
- // The second quaternion to subtract.
- //
- // Returns:
- // The difference of the two quaternions.
- public static Quaternion Subtract(Quaternion left, Quaternion right);
- //
- // Summary:
- // Subtracts two quaternions.
- //
- // Parameters:
- // left:
- // The first quaternion to subtract.
- //
- // right:
- // The second quaternion to subtract.
- //
- // result:
- // When the method completes, contains the difference of the two quaternions.
- public static void Subtract(ref Quaternion left, ref Quaternion right, out Quaternion result);
- //
- // Summary:
- // Creates an array containing the elements of the quaternion.
- //
- // Returns:
- // A four-element array containing the components of the quaternion.
- public float[] ToArray();
- //
- // Summary:
- // Returns a System.String that represents this instance.
- //
- // Returns:
- // A System.String that represents this instance.
- public override string ToString();
- //
- // Summary:
- // Returns a System.String that represents this instance.
- //
- // Parameters:
- // formatProvider:
- // The format provider.
- //
- // Returns:
- // A System.String that represents this instance.
- public string ToString(IFormatProvider formatProvider);
- //
- // Summary:
- // Returns a System.String that represents this instance.
- //
- // Parameters:
- // format:
- // The format.
- //
- // Returns:
- // A System.String that represents this instance.
- public string ToString(string format);
- //
- // Summary:
- // Returns a System.String that represents this instance.
- //
- // Parameters:
- // format:
- // The format.
- //
- // formatProvider:
- // The format provider.
- //
- // Returns:
- // A System.String that represents this instance.
- public string ToString(string format, IFormatProvider formatProvider);
- }
- }
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