Quaternion
A unit quaternion used for representing 3D rotations.
描述
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
.
通过 C# 使用该 API 时会有显著不同,详见 :ref:doc_c_sharp_differences
\ 。
属性
构造函数
Quaternion | Quaternion ( ) |
Quaternion | Quaternion ( from: Quaternion ) |
Quaternion | Quaternion ( arc_from: Vector3 , arc_to: Vector3 ) |
Quaternion | Quaternion ( axis: Vector3 , angle: float ) |
Quaternion | Quaternion ( from: Basis ) |
Quaternion | Quaternion ( x: float , y: float , z: float , w: float ) |
方法
float | angle_to ( to: Quaternion ) const1 |
float | dot ( with: Quaternion ) const1 |
Quaternion | exp ( ) const1 |
Quaternion | from_euler ( euler: Vector3 ) static2 |
float | get_angle ( ) const1 |
Vector3 | get_axis ( ) const1 |
Vector3 | get_euler ( order: int = 2 ) const1 |
Quaternion | inverse ( ) const1 |
bool | is_equal_approx ( to: Quaternion ) const1 |
bool | is_finite ( ) const1 |
bool | is_normalized ( ) const1 |
float | length ( ) const1 |
float | length_squared ( ) const1 |
Quaternion | log ( ) const1 |
Quaternion | normalized ( ) const1 |
Quaternion | slerp ( to: Quaternion , weight: float ) const1 |
Quaternion | slerpni ( to: Quaternion , weight: float ) const1 |
Quaternion | spherical_cubic_interpolate ( b: Quaternion , pre_a: Quaternion , post_b: Quaternion , weight: float ) const1 |
Quaternion | spherical_cubic_interpolate_in_time ( b: Quaternion , pre_a: Quaternion , post_b: Quaternion , weight: float , b_t: float , pre_a_t: float , post_b_t: float ) const1 |
运算符
bool | operator != ( right: Quaternion ) |
Quaternion | operator * ( right: Quaternion ) |
Vector3 | operator * ( right: Vector3 ) |
Quaternion | operator * ( right: float ) |
Quaternion | operator * ( right: int ) |
Quaternion | operator + ( right: Quaternion ) |
Quaternion | operator - ( right: Quaternion ) |
Quaternion | operator / ( right: float ) |
Quaternion | operator / ( right: int ) |
bool | operator == ( right: Quaternion ) |
float | operator [] ( index: int ) |
Quaternion | operator unary+ ( ) |
Quaternion | operator unary- ( ) |
常量
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.
属性说明
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 is the value along the "imaginary" k
axis.
Note: Quaternion components should usually not be manipulated directly.
构造函数说明
Quaternion
Quaternion ( )
Constructs a Quaternion identical to the IDENTITY
.
Quaternion
Quaternion ( from: Quaternion
)
Constructs a Quaternion as a copy of the given Quaternion.
Quaternion
Quaternion ( arc_from: Vector3
, arc_to: Vector3
)
Constructs a Quaternion representing the shortest arc between arc_from
and arc_to
. These can be imagined as two points intersecting a sphere's surface, with a radius of 1.0
.
Quaternion
Quaternion ( axis: Vector3
, angle: float
)
Constructs a Quaternion representing rotation around the axis
by the given angle
, in radians. The axis must be a normalized vector.
Quaternion
Quaternion ( from: Basis
)
Constructs a Quaternion from the given rotation Basis
.
This constructor is faster than Basis.get_rotation_quaternion
, but the given basis must be orthonormalized (see Basis.orthonormalized
). Otherwise, the constructor fails and returns IDENTITY
.
Quaternion
Quaternion ( x: float
, y: float
, z: float
, w: float
)
Constructs a Quaternion defined by the given values.
Note: Only normalized quaternions represent rotation; if these values are not normalized, the new Quaternion will not be a valid rotation.
方法说明
float
angle_to ( to: Quaternion
) const1
Returns the angle between this quaternion and to
. This is the magnitude of the angle you would need to rotate by to get from one to the other.
Note: The magnitude of the floating-point error for this method is abnormally high, so methods such as is_zero_approx
will not work reliably.
float
dot ( with: Quaternion
) const1
Returns the dot product between this quaternion and with
.
This is equivalent to (quat.x * with.x) + (quat.y * with.y) + (quat.z * with.z) + (quat.w * with.w)
.
Quaternion
exp ( ) const1
Returns the exponential of this quaternion. The rotation axis of the result is the normalized rotation axis of this quaternion, the angle of the result is the length of the vector part of this quaternion.
Quaternion
from_euler ( euler: Vector3
) static2
Constructs a new Quaternion from the given Vector3
of Euler angles, in radians. This method always uses the YXZ convention (@GlobalScope.EULER_ORDER_YXZ
).
Returns the angle of the rotation represented by this quaternion.
Note: The quaternion must be normalized.
Returns the rotation axis of the rotation represented by this quaternion.
Vector3
get_euler ( order: int
= 2 ) const1
Returns this quaternion's rotation as a Vector3
of Euler angles, in radians.
The order of each consecutive rotation can be changed with order
(see EulerOrder constants). By default, the YXZ convention is used (@GlobalScope.EULER_ORDER_YXZ
): Z (roll) is calculated first, then X (pitch), and lastly Y (yaw). When using the opposite method from_euler
, this order is reversed.
Quaternion
inverse ( ) const1
Returns the inverse version of this quaternion, inverting the sign of every component except w
.
bool
is_equal_approx ( to: Quaternion
) const1
Returns true
if this quaternion and to
are approximately equal, by running @GlobalScope.is_equal_approx
on each component.
Returns true
if this quaternion is finite, by calling @GlobalScope.is_finite
on each component.
Returns true
if this quaternion is normalized. See also normalized
.
Returns this quaternion's length, also called magnitude.
float
length_squared ( ) const1
Returns this quaternion's length, squared.
Note: This method is faster than length
, so prefer it if you only need to compare quaternion lengths.
Quaternion
log ( ) const1
Returns the logarithm of this quaternion. Multiplies this quaternion's rotation axis by its rotation angle, and stores the result in the returned quaternion's vector part (x
, y
, and z
). The returned quaternion's real part (w
) is always 0.0
.
Quaternion
normalized ( ) const1
Returns a copy of this quaternion, normalized so that its length is 1.0
. See also is_normalized
.
Quaternion
slerp ( to: Quaternion
, weight: float
) const1
Performs a spherical-linear interpolation with the to
quaternion, given a weight
and returns the result. Both this quaternion and to
must be normalized.
Quaternion
slerpni ( to: Quaternion
, weight: float
) const1
Performs a spherical-linear interpolation with the to
quaternion, given a weight
and returns the result. Unlike slerp
, this method does not check if the rotation path is smaller than 90 degrees. Both this quaternion and to
must be normalized.
Quaternion
spherical_cubic_interpolate ( b: Quaternion
, pre_a: Quaternion
, post_b: Quaternion
, weight: float
) const1
Performs a spherical cubic interpolation between quaternions pre_a
, this vector, b
, and post_b
, by the given amount weight
.
Quaternion
spherical_cubic_interpolate_in_time ( b: Quaternion
, pre_a: Quaternion
, post_b: Quaternion
, weight: float
, b_t: float
, pre_a_t: float
, post_b_t: float
) const1
Performs a spherical cubic interpolation between quaternions pre_a
, this vector, b
, and post_b
, by the given amount weight
.
It can perform smoother interpolation than spherical_cubic_interpolate
by the time values.
运算符说明
bool
operator != ( right: Quaternion
)
Returns true
if the components of both quaternions are not exactly equal.
Note: Due to floating-point precision errors, consider using is_equal_approx
instead, which is more reliable.
Quaternion
**operator *** ( right: Quaternion
)
Composes (multiplies) two quaternions. This rotates the right
quaternion (the child) by this quaternion (the parent).
Vector3
**operator *** ( right: Vector3
)
Rotates (multiplies) the right
vector by this quaternion, returning a Vector3
.
Quaternion
**operator *** ( right: float
)
Multiplies each component of the Quaternion by the right float
value.
This operation is not meaningful on its own, but it can be used as a part of a larger expression.
Quaternion
**operator *** ( right: int
)
Multiplies each component of the Quaternion by the right int
value.
This operation is not meaningful on its own, but it can be used as a part of a larger expression.
Quaternion
operator + ( right: Quaternion
)
Adds each component of the left Quaternion to the right Quaternion.
This operation is not meaningful on its own, but it can be used as a part of a larger expression, such as approximating an intermediate rotation between two nearby rotations.
Quaternion
operator - ( right: Quaternion
)
Subtracts each component of the left Quaternion by the right Quaternion.
This operation is not meaningful on its own, but it can be used as a part of a larger expression.
Quaternion
operator / ( right: float
)
Divides each component of the Quaternion by the right float
value.
This operation is not meaningful on its own, but it can be used as a part of a larger expression.
Quaternion
operator / ( right: int
)
Divides each component of the Quaternion by the right int
value.
This operation is not meaningful on its own, but it can be used as a part of a larger expression.
bool
operator == ( right: Quaternion
)
Returns true
if the components of both quaternions are exactly equal.
Note: Due to floating-point precision errors, consider using is_equal_approx
instead, which is more reliable.
float
operator [] ( index: int
)
Accesses each component of this quaternion by their index.
Index 0
is the same as x
, index 1
is the same as y
, index 2
is the same as z
, and index 3
is the same as w
.
Quaternion
operator unary+ ( )
Returns the same value as if the +
was not there. Unary +
does nothing, but sometimes it can make your code more readable.
Quaternion
operator unary- ( )
Returns the negative value of the Quaternion. This is the same as multiplying all components by -1
. This operation results in a quaternion that represents the same rotation.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。