Internal Float32Array storage for quaternion components
Readonly
classThe class name identifier
Readonly
wThe w component (real quaternion basis)
Readonly
xThe x component (i quaternion basis)
Readonly
yThe y component (j quaternion basis)
Readonly
zThe z component (k quaternion basis)
Creates a copy of this quaternion.
A new quaternion with the same values
Calculates the dot product between this quaternion and another.
The other quaternion
The dot product result
Compares this quaternion with another quaternion for equality within a tolerance.
The quaternion to compare with
Optional
delta: numberOptional tolerance value for comparison (default uses system epsilon)
True if quaternions are equal within tolerance, false otherwise
Compares this quaternion with another quaternion for strict equality.
The quaternion to compare with
True if quaternions are exactly equal, false otherwise
Converts the quaternion to Euler angles and stores the result in the provided vector.
The output vector to store the Euler angles
The output vector containing Euler angles (x=pitch, y=yaw, z=roll)
Transforms a 3D vector by this quaternion rotation and stores the result in the output vector.
The vector to transform
The output vector to store the result
The output vector containing the transformed result
Immutable quaternion interface representing a rotation in 3D space. Quaternions are a mathematical notation for representing rotations and orientations. They consist of four components: x, y, z (imaginary parts) and w (real part).