A Quaternion describes a rotation in 3D space. The Quaternion is mathematically defined as Q = xi + yj + z*k + w, where (i,j,k) are imaginary basis vectors. (x,y,z) can be seen as a vector related to the axis of rotation, while the real multiplier, w, is related to the amount of rotation.
Normalize the quaternion. Note that this changes the values of the quaternion.
Approximation of quaternion normalization. Works best when quat is already almost-normalized.
Set the value of the quaternion.
Performs a spherical linear interpolation between two quat
interpolation amount between the self quaternion and toQuat
A quaternion to store the result in. If not provided, a new one will be created.
The "target" object
Convert to an Array
Convert the quaternion to euler angle representation. Order: YZX, as this page describes: https://www.euclideanspace.com/maths/standards/index.htm
Three-character string, defaults to "YZX"
Convert to a readable format