#3d
2 APIs con questa etichetta
Quaternion API
3D rotation maths as an API: convert freely between quaternions, Euler angles, axis-angle and rotation matrices, compose rotations, rotate vectors, and interpolate. The convert endpoint takes any one representation — a quaternion {w,x,y,z}, Euler angles (roll, pitch, yaw), an axis and angle, or a 3×3 matrix — and returns all four forms at once, normalized. The multiply endpoint composes two quaternions (the Hamilton product) so you can chain rotations. The rotate endpoint applies a quaternion to a 3D vector. The slerp endpoint does spherical linear interpolation between two orientations along the shortest path — the standard way to animate smooth rotations. Euler angles use the aerospace Z-Y-X (yaw-pitch-roll) intrinsic convention in degrees; quaternions follow the Hamilton convention with order w,x,y,z; matrices are row-major right-handed. Everything is computed locally and deterministically, so it is instant and private. Ideal for game and graphics engines, robotics and drones, IMU and sensor fusion, aerospace and flight dynamics, VR/AR, and 3D content tooling. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 5 endpoints. This is 3D rotation maths; for 2D geometry use a geometry API and for plain angle-unit conversion use an angle API.
api.oanor.com/quaternion-api
Vector API
A 2D, 3D and n-dimensional vector maths toolkit. The op endpoint performs the operation you ask for on one or two vectors: add and subtract, scale by a factor, negate, the dot product, the cross product (a vector in 3D, the scalar z-component in 2D), the magnitude (length), the unit (normalized) vector, the Euclidean distance and the angle between two vectors (in both radians and degrees), linear interpolation (lerp) between two vectors, and the projection of one vector onto another. The info endpoint analyses a single vector — its dimension, magnitude, unit vector and, for 2D, its heading angle from the x-axis. Vectors are just comma-separated components like 3,4 or 1,2,3, and operations work in any dimension up to 32 (cross product is 2D/3D only). Everything is exact local maths, so it is instant and deterministic. Ideal for game and physics engines, graphics and WebGL/canvas, robotics and navigation, data-visualisation, simulations and engineering tools. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 endpoints. This does vector algebra; for plane-angle unit conversion use the Angle API and for shape area/perimeter use the Geometry API.
api.oanor.com/vector-api