Tanoda
Leap.Unity.Animation.HermiteQuaternionSpline Struct Reference

Represents a spline for the rotation of a rigid body from one orientation in space to another over a specified time frame. The two endpoints are specified, as well as the instantaneous angular velocity at those two endpoints. More...

Inheritance diagram for Leap.Unity.Animation.HermiteQuaternionSpline:
Leap.Unity.Animation.ISpline< Quaternion, Vector3 >

Public Member Functions

 HermiteQuaternionSpline (Quaternion rot0, Quaternion rot1)
 Constructs a Quaternion spline by specifying the rotations at the two endpoints. The angular velocity at each endpoint is zero, and the time range of the spline is 0 to 1. More...
 
 HermiteQuaternionSpline (Quaternion rot0, Quaternion rot1, Vector3 angVel0, Vector3 angVel1)
 Constructs a Quaternion spline by specifying the rotations (as quaternions) and angular velocities (as axis * angle vectors) at the endpoints. More...
 
 HermiteQuaternionSpline (Quaternion rot0, Quaternion rot1, Vector3 angVel0, Vector3 angVel1, float duration)
 Constructs a Quaternion spline by specifying the rotations (as quaternions) and angular velocities (as axis * angle vectors) at the endpoints. More...
 
 HermiteQuaternionSpline (float t0, float t1, Quaternion rot0, Quaternion rot1, Vector3 angVel0, Vector3 angVel1)
 Constructs a spline by specifying the rotations, angular velocities, and times of the endpoints. More...
 
Quaternion RotationAt (float t)
 Gets the rotation at time t along this spline. The time is clamped within the t0 - t1 range. More...
 
Vector3 AngularVelocityAt (float t)
 Gets the first derivative of rotation at time t. The time is clamped within the t0 - t1 range. Angular velocity is encoded as an angle-axis vector. More...
 
void RotationAndAngVelAt (float t, out Quaternion rotation, out Vector3 angularVelocity)
 Gets both the rotation and the first derivative of rotation at time t. The time is clamped within the t0 - t1 range. Angular velocity is encoded as an angle-axis vector. More...
 
Quaternion ValueAt (float t)
 
Vector3 DerivativeAt (float t)
 
void ValueAndDerivativeAt (float t, out Quaternion value, out Vector3 deltaValuePerSec)
 
- Public Member Functions inherited from Leap.Unity.Animation.ISpline< Quaternion, Vector3 >
XType ValueAt (float t)
 
dXType DerivativeAt (float t)
 
void ValueAndDerivativeAt (float t, out XType value, out dXType deltaValuePerT)
 

Public Attributes

float t0
 
float t1
 
Quaternion rot0
 
Quaternion rot1
 
Vector3 angVel0
 
Vector3 angVel1
 

Properties

float minT [get]
 
float maxT [get]
 
- Properties inherited from Leap.Unity.Animation.ISpline< Quaternion, Vector3 >
float minT [get]
 
float maxT [get]
 

Detailed Description

Represents a spline for the rotation of a rigid body from one orientation in space to another over a specified time frame. The two endpoints are specified, as well as the instantaneous angular velocity at those two endpoints.

You may ask for the position, rotation, velocity, or angular velocity at any time along the spline's duration.

Definition at line 23 of file HermiteQuaternionSpline.cs.

Constructor & Destructor Documentation

◆ HermiteQuaternionSpline() [1/4]

Leap.Unity.Animation.HermiteQuaternionSpline.HermiteQuaternionSpline ( Quaternion  rot0,
Quaternion  rot1 
)

Constructs a Quaternion spline by specifying the rotations at the two endpoints. The angular velocity at each endpoint is zero, and the time range of the spline is 0 to 1.

Definition at line 34 of file HermiteQuaternionSpline.cs.

◆ HermiteQuaternionSpline() [2/4]

Leap.Unity.Animation.HermiteQuaternionSpline.HermiteQuaternionSpline ( Quaternion  rot0,
Quaternion  rot1,
Vector3  angVel0,
Vector3  angVel1 
)

Constructs a Quaternion spline by specifying the rotations (as quaternions) and angular velocities (as axis * angle vectors) at the endpoints.

The time range of the spline is 0 to 1.

Definition at line 51 of file HermiteQuaternionSpline.cs.

◆ HermiteQuaternionSpline() [3/4]

Leap.Unity.Animation.HermiteQuaternionSpline.HermiteQuaternionSpline ( Quaternion  rot0,
Quaternion  rot1,
Vector3  angVel0,
Vector3  angVel1,
float  duration 
)

Constructs a Quaternion spline by specifying the rotations (as quaternions) and angular velocities (as axis * angle vectors) at the endpoints.

The time range of the spline is 0 to duration.

Definition at line 69 of file HermiteQuaternionSpline.cs.

◆ HermiteQuaternionSpline() [4/4]

Leap.Unity.Animation.HermiteQuaternionSpline.HermiteQuaternionSpline ( float  t0,
float  t1,
Quaternion  rot0,
Quaternion  rot1,
Vector3  angVel0,
Vector3  angVel1 
)

Constructs a spline by specifying the rotations, angular velocities, and times of the endpoints.

Definition at line 86 of file HermiteQuaternionSpline.cs.

Member Function Documentation

◆ AngularVelocityAt()

Vector3 Leap.Unity.Animation.HermiteQuaternionSpline.AngularVelocityAt ( float  t)

Gets the first derivative of rotation at time t. The time is clamped within the t0 - t1 range. Angular velocity is encoded as an angle-axis vector.

Definition at line 175 of file HermiteQuaternionSpline.cs.

◆ DerivativeAt()

Vector3 Leap.Unity.Animation.HermiteQuaternionSpline.DerivativeAt ( float  t)

Definition at line 260 of file HermiteQuaternionSpline.cs.

◆ RotationAndAngVelAt()

void Leap.Unity.Animation.HermiteQuaternionSpline.RotationAndAngVelAt ( float  t,
out Quaternion  rotation,
out Vector3  angularVelocity 
)

Gets both the rotation and the first derivative of rotation at time t. The time is clamped within the t0 - t1 range. Angular velocity is encoded as an angle-axis vector.

Definition at line 213 of file HermiteQuaternionSpline.cs.

◆ RotationAt()

Quaternion Leap.Unity.Animation.HermiteQuaternionSpline.RotationAt ( float  t)

Gets the rotation at time t along this spline. The time is clamped within the t0 - t1 range.

Definition at line 103 of file HermiteQuaternionSpline.cs.

◆ ValueAndDerivativeAt()

void Leap.Unity.Animation.HermiteQuaternionSpline.ValueAndDerivativeAt ( float  t,
out Quaternion  value,
out Vector3  deltaValuePerSec 
)

Definition at line 264 of file HermiteQuaternionSpline.cs.

◆ ValueAt()

Quaternion Leap.Unity.Animation.HermiteQuaternionSpline.ValueAt ( float  t)

Definition at line 256 of file HermiteQuaternionSpline.cs.

Member Data Documentation

◆ angVel0

Vector3 Leap.Unity.Animation.HermiteQuaternionSpline.angVel0

Definition at line 27 of file HermiteQuaternionSpline.cs.

◆ angVel1

Vector3 Leap.Unity.Animation.HermiteQuaternionSpline.angVel1

Definition at line 27 of file HermiteQuaternionSpline.cs.

◆ rot0

Quaternion Leap.Unity.Animation.HermiteQuaternionSpline.rot0

Definition at line 26 of file HermiteQuaternionSpline.cs.

◆ rot1

Quaternion Leap.Unity.Animation.HermiteQuaternionSpline.rot1

Definition at line 26 of file HermiteQuaternionSpline.cs.

◆ t0

float Leap.Unity.Animation.HermiteQuaternionSpline.t0

Definition at line 25 of file HermiteQuaternionSpline.cs.

◆ t1

float Leap.Unity.Animation.HermiteQuaternionSpline.t1

Definition at line 25 of file HermiteQuaternionSpline.cs.

Property Documentation

◆ maxT

float Leap.Unity.Animation.HermiteQuaternionSpline.maxT
get

Definition at line 254 of file HermiteQuaternionSpline.cs.

◆ minT

float Leap.Unity.Animation.HermiteQuaternionSpline.minT
get

Definition at line 252 of file HermiteQuaternionSpline.cs.


The documentation for this struct was generated from the following file: