<?xml version="1.0" encoding="UTF-8" ?> <class name="Quat" category="Built-In Types" version="3.0.5"> <brief_description> Quaternion. </brief_description> <description> A 4-dimensional vector representing a rotation. The vector represents a 4 dimensional complex number where multiplication of the basis elements is not commutative (multiplying i with j gives a different result than multiplying j with i). Multiplying quaternions reproduces rotation sequences. However quaternions need to be often renormalized, or else they suffer from precision issues. It can be used to perform SLERP (spherical-linear interpolation) between two rotations. </description> <tutorials> http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions </tutorials> <demos> </demos> <methods> <method name="Quat"> <return type="Quat"> </return> <argument index="0" name="x" type="float"> </argument> <argument index="1" name="y" type="float"> </argument> <argument index="2" name="z" type="float"> </argument> <argument index="3" name="w" type="float"> </argument> <description> Returns a quaternion defined by these values. </description> </method> <method name="Quat"> <return type="Quat"> </return> <argument index="0" name="axis" type="Vector3"> </argument> <argument index="1" name="angle" type="float"> </argument> <description> Returns a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector. </description> </method> <method name="Quat"> <return type="Quat"> </return> <argument index="0" name="from" type="Basis"> </argument> <description> Returns the rotation matrix corresponding to the given quaternion. </description> </method> <method name="cubic_slerp"> <return type="Quat"> </return> <argument index="0" name="b" type="Quat"> </argument> <argument index="1" name="pre_a" type="Quat"> </argument> <argument index="2" name="post_b" type="Quat"> </argument> <argument index="3" name="t" type="float"> </argument> <description> Performs a cubic spherical-linear interpolation with another quaternion. </description> </method> <method name="dot"> <return type="float"> </return> <argument index="0" name="b" type="Quat"> </argument> <description> Returns the dot product of two quaternions. </description> </method> <method name="inverse"> <return type="Quat"> </return> <description> Returns the inverse of the quaternion. </description> </method> <method name="is_normalized"> <return type="bool"> </return> <description> Returns whether the quaternion is normalized or not. </description> </method> <method name="length"> <return type="float"> </return> <description> Returns the length of the quaternion. </description> </method> <method name="length_squared"> <return type="float"> </return> <description> Returns the length of the quaternion, squared. </description> </method> <method name="normalized"> <return type="Quat"> </return> <description> Returns a copy of the quaternion, normalized to unit length. </description> </method> <method name="slerp"> <return type="Quat"> </return> <argument index="0" name="b" type="Quat"> </argument> <argument index="1" name="t" type="float"> </argument> <description> Performs a spherical-linear interpolation with another quaternion. </description> </method> <method name="slerpni"> <return type="Quat"> </return> <argument index="0" name="b" type="Quat"> </argument> <argument index="1" name="t" type="float"> </argument> <description> Performs a spherical-linear interpolation with another quaterion without checking if the rotation path is not bigger than 90°. </description> </method> <method name="xform"> <return type="Vector3"> </return> <argument index="0" name="v" type="Vector3"> </argument> <description> Transforms the vector [code]v[/code] by this quaternion. </description> </method> </methods> <members> <member name="w" type="float" setter="" getter=""> W component of the quaternion. Default value: [code]1[/code] </member> <member name="x" type="float" setter="" getter=""> X component of the quaternion. Default value: [code]0[/code] </member> <member name="y" type="float" setter="" getter=""> Y component of the quaternion. Default value: [code]0[/code] </member> <member name="z" type="float" setter="" getter=""> Z component of the quaternion. Default value: [code]0[/code] </member> </members> <constants> </constants> </class>