Get the quaternion conjugate
Copies value of source to this quaternion.
this
Rotate an absolute orientation quaternion given an angular velocity and a time step.
Get the inverse quaternion rotation.
Multiply the quaternion with an other quaternion.
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.
Set the quaternion components given an axis and an angle in radians.
Set the quaternion components given Euler angle representation.
The order to apply angles: 'XYZ' or 'YXZ' or any other combination.
See MathWorks reference
Set the quaternion value given two vectors. The resulting rotation will be the needed rotation to rotate u to v.
Performs a spherical linear interpolation between two quat
second operand
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
"x,y,z,w"
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.
Multiplier of the imaginary basis vector i.
Multiplier of the imaginary basis vector j.
Multiplier of the imaginary basis vector k.
Multiplier of the real part.
http://en.wikipedia.org/wiki/Quaternion