| AnimationHelperComputeAngularVelocity Method (QuaternionF, QuaternionF, Single) |
Computes the angular velocity that rotates an object from the current orientation to a
target orientation.
Namespace: DigitalRune.AnimationAssembly: DigitalRune.Animation (in DigitalRune.Animation.dll) Version: 1.4.0.0 (1.4.1.14427)
Syntax public static Vector3F ComputeAngularVelocity(
QuaternionF currentOrientation,
QuaternionF targetOrientation,
float deltaTime
)
Public Shared Function ComputeAngularVelocity (
currentOrientation As QuaternionF,
targetOrientation As QuaternionF,
deltaTime As Single
) As Vector3F
public:
static Vector3F ComputeAngularVelocity(
QuaternionF currentOrientation,
QuaternionF targetOrientation,
float deltaTime
)
static member ComputeAngularVelocity :
currentOrientation : QuaternionF *
targetOrientation : QuaternionF *
deltaTime : float32 -> Vector3F
Parameters
- currentOrientation
- Type: DigitalRune.Mathematics.AlgebraQuaternionF
The current orientation. - targetOrientation
- Type: DigitalRune.Mathematics.AlgebraQuaternionF
The target orientation. - deltaTime
- Type: SystemSingle
The time over which the rotation takes place (in seconds).
Return Value
Type:
Vector3F
The angular velocity vector. If an object is rotated with this velocity starting at
currentOrientation, it will arrive at
targetOrientation
after
deltaTime seconds.
See Also