Category: Built-In Types
|Quat||Quat ( float x, float y, float z, float w )|
|Quat||Quat ( Vector3 axis, float angle )|
|Quat||Quat ( Matrix3 from )|
|Quat||cubic_slerp ( Quat b, Quat pre_a, Quat post_b, float t )|
|float||dot ( Quat b )|
|Quat||inverse ( )|
|float||length ( )|
|float||length_squared ( )|
|Quat||normalized ( )|
|Quat||slerp ( Quat b, float t )|
|Quat||slerpni ( Quat b, float t )|
|Vector3||xform ( Vector3 v )|
Quaternion is a 4 dimensional vector that is used to represent a rotation. It mainly exists to perform SLERP (spherical-linear interpolation) between to rotations obtained by a Matrix3 cheaply. Adding quaternions also cheaply adds the rotations, however quaternions need to be often normalized, or else they suffer from precision issues.
Returns the dot product between two quaternions.
Returns the inverse of the quaternion (applies to the inverse rotation too).
Returns the length of the quaternion.
Returns the length of the quaternion, squared.
Returns a copy of the quaternion, normalized to unit length.
Perform a spherical-linear interpolation with another quaternion.
© 2014–2017 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.