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Quaternions are used to represent rotations.
They are compact, don't suffer from gimbal lock and can easily be interpolated. Unity internally uses Quaternions to represent all rotations.
However, they are based on complex numbers and are not easy to understand intuitively. Thus you almost never access or modify individual Quaternion components (x,y,z,w); most often you would just take existing rotations (e.g. from the Transform) and use them to construct new rotations (e.g. to smoothly interpolate between two rotations). The Quaternion functions that you use 99% of the time (The other functions are only for exoctic uses) Quaternion.LookRotation, Quaternion.Angle, Quaternion.Euler, Quaternion.Slerp, Quaternion.FromToRotation, Quaternion.identity
You can use Quaternion.operator * to rotate one rotation by another, or to rotate a vector by a rotation.
x |
X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. |
y |
Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. |
z |
Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. |
w |
W component of the Quaternion. Don't modify this directly unless you know quaternions inside out. |
this [int index] |
Access the x, y, z, w components using [0], [1], [2], [3] respectively. |
eulerAngles |
Returns the euler angle representation of the rotation. |
Quaternion |
Constructs new Quaternion with given x,y,z,w components. |
ToAngleAxis |
Converts a rotation to angle-axis representation. |
SetFromToRotation |
Creates a rotation which rotates from fromDirection to toDirection. |
SetLookRotation |
Creates a rotation that looks along forward with the the head upwards along upwards |
ToString |
Returns a nicely formatted string of the Quaternion |
identity |
The identity rotation (Read Only). This quaternion corresponds to "no rotation": the object |
operator * |
Combines rotations lhs and rhs. |
operator == |
Are two quaternions equal to each other? |
operator != |
Are two quaternions different from each other? |
Dot |
The dot product between two rotations. |
AngleAxis |
Creates a rotation which rotates angle degrees around axis. |
FromToRotation |
Creates a rotation which rotates from fromDirection to toDirection. |
LookRotation |
Creates a rotation that looks along forward with the the head upwards along upwards |
Slerp |
Spherically interpolates from towards to by t. |
Lerp |
Interpolates from towards to by t and normalizes the result afterwards. |
RotateTowards |
Rotates a rotation from towards to. |
Inverse |
Returns the Inverse of rotation. |
Angle |
Returns the angle in degrees between two rotations a and b. |
Euler |
Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). |