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.
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Quaternion¶
A unit quaternion used for representing 3D rotations.
Description¶
The Quaternion built-in Variant type is a 4D data structure that represents rotation in the form of a Hamilton convention quaternion. Compared to the Basis type which can store both rotation and scale, quaternions can only store rotation.
A Quaternion is composed by 4 floating-point components: w, x, y, and z. These components are very compact in memory, and because of this some operations are more efficient and less likely to cause floating-point errors. Methods such as get_angle, get_axis, and slerp are faster than their Basis counterparts.
For a great introduction to quaternions, see this video by 3Blue1Brown. You do not need to know the math behind quaternions, as Godot provides several helper methods that handle it for you. These include slerp and spherical_cubic_interpolate, as well as the *
operator.
Note: Quaternions must be normalized before being used for rotation (see normalized).
Note: Similarly to Vector2 and Vector3, the components of a quaternion use 32-bit precision by default, unlike float which is always 64-bit. If double precision is needed, compile the engine with the option precision=double
.
Note
There are notable differences when using this API with C#. See C# API differences to 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 ( ) const |
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is_normalized ( ) const |
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length ( ) const |
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length_squared ( ) const |
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log ( ) const |
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normalized ( ) const |
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slerp ( Quaternion to, float weight ) const |
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slerpni ( Quaternion to, float weight ) const |
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spherical_cubic_interpolate ( Quaternion b, Quaternion pre_a, Quaternion post_b, float weight ) const |
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spherical_cubic_interpolate_in_time ( Quaternion b, Quaternion pre_a, Quaternion post_b, float weight, float b_t, float pre_a_t, float post_b_t ) const |
Operators¶
operator != ( Quaternion right ) |
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operator * ( Quaternion right ) |
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operator * ( Vector3 right ) |
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operator * ( float right ) |
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operator * ( int right ) |
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operator + ( Quaternion right ) |
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operator - ( Quaternion right ) |
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operator / ( float right ) |
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operator / ( int right ) |
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operator == ( Quaternion right ) |
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operator [] ( int index ) |
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operator unary+ ( ) |
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operator unary- ( ) |
Constants¶
IDENTITY = Quaternion(0, 0, 0, 1)
The identity quaternion, representing no rotation. This has the same rotation as Basis.IDENTITY.
If a Vector3 is rotated (multiplied) by this quaternion, it does not change.
Property Descriptions¶
float w = 1.0
W component of the quaternion. This is the "real" part.
Note: Quaternion components should usually not be manipulated directly.
float x = 0.0
X component of the quaternion. This is the value along the "imaginary" i
axis.
Note: Quaternion components should usually not be manipulated directly.
float y = 0.0
Y component of the quaternion. This is the value along the "imaginary" j
axis.
Note: Quaternion components should usually not be manipulated directly.
float z = 0.0
Z component of the quaternion. This