Quat

Quaternion.

Description

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.

Properties

float w 1.0
float x 0.0
float y 0.0
float z 0.0

Methods

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_equal_approx ( Quat quat )
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 )

Constants

  • IDENTITY = Quat( 0, 0, 0, 1 ) — The identity rotation. Equivalent to an identity matrix. If a vector is transformed by an identity quaternion, it will not change.

Property Descriptions

Default 1.0

W component of the quaternion.


Default 0.0

X component of the quaternion.


Default 0.0

Y component of the quaternion.


Default 0.0

Z component of the quaternion.

Method Descriptions

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 true if this quaterion and quat are approximately equal, by running @GDScript.is_equal_approx on each component.


  • bool is_normalized ( )

Returns whether the quaternion is normalized or not.


Returns the length of the quaternion.


  • float length_squared ( )

Returns the length of the quaternion, squared.


  • Quat normalized ( )

Returns a copy of the quaternion, normalized to unit length.


Sets the quaternion to a rotation which rotates around axis by the specified angle, in radians. The axis must be a normalized vector.


Sets 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.