Category: Built-In Types
Quaternion.
float | w |
float | x |
float | y |
float | z |
Quat | Quat ( Basis from ) |
Quat | Quat ( Vector3 euler ) |
Quat | Quat ( Vector3 axis, float angle ) |
Quat | Quat ( float x, float y, float z, float w ) |
Quat | cubic_slerp ( Quat b, Quat pre_a, Quat post_b, float t ) |
float | dot ( Quat b ) |
Vector3 | get_euler ( ) |
Quat | inverse ( ) |
bool | is_normalized ( ) |
float | length ( ) |
float | length_squared ( ) |
Quat | normalized ( ) |
void | set_axis_angle ( Vector3 axis, float angle ) |
void | set_euler ( Vector3 euler ) |
Quat | slerp ( Quat b, float t ) |
Quat | slerpni ( Quat b, float t ) |
Vector3 | xform ( Vector3 v ) |
A unit quaternion used for representing 3D rotations.
It is similar to Basis, which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. But due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating point errors.
Quaternions need to be (re)normalized.
W component of the quaternion. Default value: 1
X component of the quaternion. Default value: 0
Y component of the quaternion. Default value: 0
Z component of the quaternion. Default value: 0
Returns the rotation matrix corresponding to the given quaternion.
Returns a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X-angle, Y-angle, Z-angle).
Returns a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector.
Returns a quaternion defined by these values.
Performs a cubic spherical-linear interpolation with another quaternion.
Returns the dot product of two quaternions.
Returns Euler angles (in the YXZ convention: first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X-angle, Y-angle, Z-angle).
Returns the inverse of the quaternion.
Returns whether the quaternion is normalized or not.
Returns the length of the quaternion.
Returns the length of the quaternion, squared.
Returns a copy of the quaternion, normalized to unit length.
Set the quaternion to a rotation which rotates around axis by the specified angle, in radians. The axis must be a normalized vector.
Set the quaternion to a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X-angle, Y-angle, Z-angle).
Performs a spherical-linear interpolation with another quaternion.
Performs a spherical-linear interpolation with another quaterion without checking if the rotation path is not bigger than 90°.
Transforms the vector v
by this quaternion.
© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.1/classes/class_quat.html