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Diffstat (limited to 'doc')
-rw-r--r-- | doc/api.texi | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/doc/api.texi b/doc/api.texi index eaad84e..f5a2400 100644 --- a/doc/api.texi +++ b/doc/api.texi @@ -410,6 +410,7 @@ detection. * Basics:: Commonly used, miscellaneous things. * Vectors:: Euclidean vectors. * Matrices:: Transformation matrices. +* Quaternions:: Rotations. * Rectangles:: Axis-aligned bounding boxes. * Easings:: Easing functions for interesting animations. @end menu @@ -434,6 +435,45 @@ Half of @var{pi}. @node Matrices @subsection Matrices +@node Quaternions +@subsection Quaternions + +In game development, the quaternion is most often used to represent +rotations. Why not use a matrix for that, you may ask. Unlike +matrices, quaternions can be interpolated (animated) and produce a +meaningful result. When interpolating two quaternions, there is a +smooth transition from one rotation to another, whereas interpolating +two matrices would yield garbage. + +@deffn {Procedure} quaternion @var{x} @var{y} @var{z} @var{w} +Return a new quaternion with values @var{x}, @var{y}, @var{z}, and +@var{w}. +@end deffn + +@deffn {Procedure} quaternion? @var{obj} +Return @code{#t} if @var{obj} is a quaternion. +@end deffn + +@deffn {Procedure} quaternion-w @var{q} +Return the W component of the quaternion @var{q}. +@end deffn + +@deffn {Procedure} quaternion-x @var{q} +Return the X component of the quaternion @var{q}. +@end deffn + +@deffn {Procedure} quaternion-y @var{q} +Return the Y component of the quaternion @var{q}. +@end deffn + +@deffn {Procedure} quaternion-z @var{q} +Return the Z component of the quaternion @var{q}. +@end deffn + +@deffn {Procedure} make-identity-quaternion +Return the identity quaternion. +@end deffn + @node Rectangles @subsection Rectangles |