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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Quaternion" version= "4.0" >
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<brief_description >
Quaternion.
</brief_description>
<description >
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A unit quaternion used for representing 3D rotations. Quaternions need to be normalized to be used for rotation.
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It is similar to Basis, which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. Basis stores rotation, scale, and shearing, while Quaternion only stores rotation.
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Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
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</description>
<tutorials >
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<link title= "Using 3D transforms" > $DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
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<link title= "Third Person Shooter Demo" > https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<constructors >
<constructor name= "Quaternion" >
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<return type= "Quaternion" />
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<description >
Constructs a default-initialized quaternion with all components set to [code]0[/code].
</description>
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</constructor>
<constructor name= "Quaternion" >
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<return type= "Quaternion" />
<argument index= "0" name= "from" type= "Quaternion" />
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<description >
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Constructs a [Quaternion] as a copy of the given [Quaternion].
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</description>
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</constructor>
<constructor name= "Quaternion" >
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<return type= "Quaternion" />
<argument index= "0" name= "arc_from" type= "Vector3" />
<argument index= "1" name= "arc_to" type= "Vector3" />
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<description >
</description>
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</constructor>
<constructor name= "Quaternion" >
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<return type= "Quaternion" />
<argument index= "0" name= "axis" type= "Vector3" />
<argument index= "1" name= "angle" type= "float" />
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<description >
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Constructs a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector.
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</description>
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</constructor>
<constructor name= "Quaternion" >
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<return type= "Quaternion" />
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<argument index= "0" name= "euler_yxz" type= "Vector3" />
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<description >
</description>
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</constructor>
<constructor name= "Quaternion" >
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<return type= "Quaternion" />
<argument index= "0" name= "from" type= "Basis" />
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<description >
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Constructs a quaternion from the given [Basis].
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</description>
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</constructor>
<constructor name= "Quaternion" >
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<return type= "Quaternion" />
<argument index= "0" name= "x" type= "float" />
<argument index= "1" name= "y" type= "float" />
<argument index= "2" name= "z" type= "float" />
<argument index= "3" name= "w" type= "float" />
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<description >
Constructs a quaternion defined by the given values.
</description>
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</constructor>
</constructors>
<methods >
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<method name= "angle_to" qualifiers= "const" >
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<return type= "float" />
<argument index= "0" name= "to" type= "Quaternion" />
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<description >
Returns the angle between this quaternion and [code]to[/code]. This is the magnitude of the angle you would need to rotate by to get from one to the other.
[b]Note:[/b] This method has an abnormally high amount of floating-point error, so methods such as [code]is_zero_approx[/code] will not work reliably.
</description>
</method>
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<method name= "cubic_slerp" qualifiers= "const" >
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<return type= "Quaternion" />
<argument index= "0" name= "b" type= "Quaternion" />
<argument index= "1" name= "pre_a" type= "Quaternion" />
<argument index= "2" name= "post_b" type= "Quaternion" />
<argument index= "3" name= "weight" type= "float" />
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<description >
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Performs a cubic spherical interpolation between quaternions [code]pre_a[/code], this vector, [code]b[/code], and [code]post_b[/code], by the given amount [code]weight[/code].
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</description>
</method>
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<method name= "dot" qualifiers= "const" >
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<return type= "float" />
<argument index= "0" name= "with" type= "Quaternion" />
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<description >
Returns the dot product of two quaternions.
</description>
</method>
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<method name= "get_angle" qualifiers= "const" >
<return type= "float" />
<description >
</description>
</method>
<method name= "get_axis" qualifiers= "const" >
<return type= "Vector3" />
<description >
</description>
</method>
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<method name= "get_euler" qualifiers= "const" >
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<return type= "Vector3" />
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<description >
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Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
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</description>
</method>
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<method name= "inverse" qualifiers= "const" >
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<return type= "Quaternion" />
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<description >
Returns the inverse of the quaternion.
</description>
</method>
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<method name= "is_equal_approx" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "to" type= "Quaternion" />
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<description >
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Returns [code]true[/code] if this quaternion and [code]quat[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
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</description>
</method>
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<method name= "is_normalized" qualifiers= "const" >
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<return type= "bool" />
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<description >
Returns whether the quaternion is normalized or not.
</description>
</method>
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<method name= "length" qualifiers= "const" >
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<return type= "float" />
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<description >
Returns the length of the quaternion.
</description>
</method>
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<method name= "length_squared" qualifiers= "const" >
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<return type= "float" />
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<description >
Returns the length of the quaternion, squared.
</description>
</method>
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<method name= "normalized" qualifiers= "const" >
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<return type= "Quaternion" />
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<description >
Returns a copy of the quaternion, normalized to unit length.
</description>
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</method>
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<method name= "slerp" qualifiers= "const" >
<return type= "Quaternion" />
<argument index= "0" name= "to" type= "Quaternion" />
<argument index= "1" name= "weight" type= "float" />
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<description >
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Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code].
[b]Note:[/b] Both quaternions must be normalized.
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</description>
</method>
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<method name= "slerpni" qualifiers= "const" >
<return type= "Quaternion" />
<argument index= "0" name= "to" type= "Quaternion" />
<argument index= "1" name= "weight" type= "float" />
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<description >
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Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code], but without checking if the rotation path is not bigger than 90 degrees.
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</description>
</method>
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</methods>
<members >
<member name= "w" type= "float" setter= "" getter= "" default= "1.0" >
W component of the quaternion (real part).
Quaternion components should usually not be manipulated directly.
</member>
<member name= "x" type= "float" setter= "" getter= "" default= "0.0" >
X component of the quaternion (imaginary [code]i[/code] axis part).
Quaternion components should usually not be manipulated directly.
</member>
<member name= "y" type= "float" setter= "" getter= "" default= "0.0" >
Y component of the quaternion (imaginary [code]j[/code] axis part).
Quaternion components should usually not be manipulated directly.
</member>
<member name= "z" type= "float" setter= "" getter= "" default= "0.0" >
Z component of the quaternion (imaginary [code]k[/code] axis part).
Quaternion components should usually not be manipulated directly.
</member>
</members>
<constants >
<constant name= "IDENTITY" value= "Quaternion(0, 0, 0, 1)" >
The identity quaternion, representing no rotation. Equivalent to an identity [Basis] matrix. If a vector is transformed by an identity quaternion, it will not change.
</constant>
</constants>
<operators >
<operator name= "operator !=" >
<return type= "bool" />
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<description >
</description>
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</operator>
<operator name= "operator !=" >
<return type= "bool" />
<argument index= "0" name= "right" type= "Quaternion" />
<description >
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Returns [code]true[/code] if the quaternions are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
</operator>
<operator name= "operator *" >
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<return type= "Quaternion" />
<argument index= "0" name= "right" type= "Quaternion" />
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<description >
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Composes these two quaternions by multiplying them together. This has the effect of rotating the second quaternion (the child) by the first quaternion (the parent).
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</description>
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</operator>
<operator name= "operator *" >
<return type= "Vector3" />
<argument index= "0" name= "right" type= "Vector3" />
<description >
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Rotates (multiplies) the [Vector3] by the given [Quaternion].
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</description>
</operator>
<operator name= "operator *" >
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<return type= "Quaternion" />
<argument index= "0" name= "right" type= "float" />
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<description >
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Multiplies each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression.
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</description>
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</operator>
<operator name= "operator *" >
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<return type= "Quaternion" />
<argument index= "0" name= "right" type= "int" />
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<description >
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Multiplies each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression.
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</description>
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</operator>
<operator name= "operator +" >
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<return type= "Quaternion" />
<argument index= "0" name= "right" type= "Quaternion" />
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<description >
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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.
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</description>
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</operator>
<operator name= "operator -" >
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<return type= "Quaternion" />
<argument index= "0" name= "right" type= "Quaternion" />
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<description >
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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.
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</description>
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</operator>
<operator name= "operator /" >
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<return type= "Quaternion" />
<argument index= "0" name= "right" type= "float" />
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<description >
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Divides each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression.
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</description>
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</operator>
<operator name= "operator /" >
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<return type= "Quaternion" />
<argument index= "0" name= "right" type= "int" />
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<description >
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Divides each component of the [Quaternion] by the given value. This operation is not meaningful on its own, but it can be used as a part of a larger expression.
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</description>
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</operator>
<operator name= "operator ==" >
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<return type= "bool" />
<description >
</description>
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</operator>
<operator name= "operator ==" >
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<return type= "bool" />
<argument index= "0" name= "right" type= "Quaternion" />
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<description >
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Returns [code]true[/code] if the quaternions are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
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</operator>
<operator name= "operator []" >
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<return type= "float" />
<argument index= "0" name= "index" type= "int" />
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<description >
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Access quaternion components using their index. [code]q[0][/code] is equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/code] is equivalent to [code]q.w[/code].
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</description>
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</operator>
<operator name= "operator unary+" >
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<return type= "Quaternion" />
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<description >
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Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable.
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</description>
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</operator>
<operator name= "operator unary-" >
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<return type= "Quaternion" />
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<description >
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Returns the negative value of the [Quaternion]. This is the same as writing [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a quaternion that represents the same rotation.
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</description>
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</operator>
</operators>
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</class>