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Quaternion¶
A unit quaternion used for representing 3D rotations.
Description¶
Quaternions are similar to Basis, which implements the matrix representation of rotations. Unlike Basis, which stores rotation, scale, and shearing, quaternions only store rotation.
Quaternions can be parametrized using both an axis-angle pair or Euler angles. Due to their compactness and the way they are stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
Note: Quaternions need to be normalized before being used for rotation.
Bemerkung
There are notable differences when using this API with C#. See C# API Unterschiede zu GDScript for more information.
Tutorials¶
Properties¶
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Constructors¶
Quaternion ( ) |
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Quaternion ( Quaternion from ) |
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Quaternion ( Vector3 arc_from, Vector3 arc_to ) |
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Quaternion ( Vector3 axis, float angle ) |
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Quaternion ( Basis from ) |
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Quaternion ( float x, float y, float z, float w ) |
Methods¶
angle_to ( Quaternion to ) const |
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dot ( Quaternion with ) const |
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exp ( ) const |
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from_euler ( Vector3 euler ) static |
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get_angle ( ) const |
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get_axis ( ) const |
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inverse ( ) const |
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is_equal_approx ( Quaternion to ) const |
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is_finite ( ) |