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Orbital Object Toolkit including Multiple Propagators, Initial Orbit Determination, and Maneuver Calculations.

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/** * @author @thkruz Theodore Kruczek * @license AGPL-3.0-or-later * @copyright (c) 2025 Kruczek Labs LLC * * Orbital Object ToolKit is free software: you can redistribute it and/or modify it under the * terms of the GNU Affero General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later version. * * Orbital Object ToolKit is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License along with * Orbital Object ToolKit. If not, see <http://www.gnu.org/licenses/>. */ import { Matrix, Radians, RadiansPerSecond, Vector, Vector3D } from '../main.js'; export declare class Quaternion { x: number; y: number; z: number; w: number; constructor(x: number, y: number, z: number, w: number); static readonly zero: Quaternion; static readonly one: Quaternion; static readonly xAxis: Quaternion; static readonly yAxis: Quaternion; static readonly zAxis: Quaternion; toString(precision?: number): string; positivePolar(): Quaternion; magnitudeSquared(): number; magnitude(): number; scale(n: number): Quaternion; negate(): Quaternion; normalize(): Quaternion; conjugate(): Quaternion; inverse(): Quaternion; add(q: Quaternion): Quaternion; subtract(q: Quaternion): Quaternion; addReal(n: number): Quaternion; multiply(q: Quaternion): Quaternion; dot(q: Quaternion): number; rotateVector(v: Vector): Vector; rotateVector3D(v: Vector3D): Vector3D; lerp(q: Quaternion, t: number): Quaternion; slerp(q: Quaternion, t: number): Quaternion; toVector3D(): Vector3D; angle(q: Quaternion): Radians; geodesicAngle(q: Quaternion): Radians; distance(q: Quaternion): number; delta(qTo: Quaternion): Quaternion; toDirectionCosineMatrix(): Matrix; toRotationMatrix(): Matrix; vectorAngle(observer: Vector3D, target: Vector3D, forward: Vector3D): number; kinematics(angularVelocity: Vector3D<RadiansPerSecond>): Quaternion; }