Create a new Quaternion
Optionalx: number = 0X component
Optionaly: number = 0Y component
Optionalz: number = 0Z component
Optionalw: number = 1W component
Copy components from another Quaternion into this one
The Quaternion to copy from
The current Quaternion (for chaining)
Sets this Quaternion from Euler angles (pitch, yaw, roll) in radians
Pitch (rotation around X in radians)
Yaw (rotation around Y in radians)
Roll (rotation around Z in radians)
The current Quaternion (for chaining)
Set this Quaternion to the identity rotation (0, 0, 0, 1)
The current Quaternion (for chaining)
Multiplies this quaternion by another (in-place)
The other Quaternion
The current Quaternion (for chaining)
Normalizes this Quaternion in-place
The current Quaternion (for chaining)
Sets the components of this Quaternion
X component
Y component
Z component
W component
The current Quaternion (for chaining)
Spherical Linear Interpolation (slerp) between this and a target quaternion in-place.
The destination rotation
Interpolation factor (0.0 to 1.0)
The current Quaternion (for chaining)
StaticmultiplyMultiplies two Quaternions and outputs the result into another
First Quaternion
Second Quaternion
Optionalout: Quaternion = ...Optional Quaternion to store result
The multiplied result
StaticslerpSpherical Linear Interpolation (slerp) between two quaternions
Start rotation
Target rotation
Interpolation factor
Optionalout: Quaternion = ...Optional destination Quaternion
The interpolated Quaternion
Quaternion representation containing x, y, z, and w components. Used for interpolation and smooth, gimbal-lock-free 3D rotations.