49 results for "quaternion"
Interpolates a quaternion using a damped spring model, producing overshoot and oscillation in rotation.
Converts a rotator (Pitch, Yaw, Roll in degrees) to its equivalent quaternion representation.
Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll.
Returns the FQuat orientation corresponding to the direction the vector points, with zero roll.
Adds two quaternions component-wise (A + B).
Combines two rotators into a single rotator that represents applying A first, then B.
Returns true if two quaternions are equal within a per-component tolerance.
Returns the rotation of the actor's RootComponent as a quaternion.
Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.
Returns a quaternion that rotates from world space into gravity-relative space, allowing movement and orientation calculations to be performed relative to the current gravity direction.
Returns a quaternion that transforms from world space into gravity-relative space, where the negative Z axis aligns with the gravity direction.
Converts the rotation part of the matrix to a quaternion.
Multiplies two quaternions, composing their rotations.
Returns true if two quaternions differ by more than the given per-component tolerance.
Returns the shortest angular distance in radians between two rotation quaternions.
Modifies quaternion A in-place so that the rotation delta between A and B takes the shortest possible arc (≤180°).
Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).
Computes the quaternion exponential, mapping a pure quaternion (W=0, V=theta*v) back to a unit quaternion via Exp(q) = (sin(theta)*v, cos(theta)).
Generates the shortest quaternion rotation between two unit-length vectors.
Generates the shortest quaternion rotation that takes the Start vector to the End vector.
Returns the rotation angle of the quaternion in radians.
Returns the forward direction (local X axis) of the coordinate frame represented by this quaternion.
Returns the right direction (local Y axis) of the coordinate frame represented by this quaternion.
Returns the up direction (local Z axis) of the coordinate frame represented by this quaternion.
Returns the unit vector axis around which this quaternion rotates.
Returns the identity quaternion (0, 0, 0, 1), representing no rotation.
Returns the inverse (conjugate for unit quaternions) of the given quaternion.
Returns true if the quaternion is approximately equal to the identity rotation (0, 0, 0, 1) within the given tolerance.
Returns true if the quaternion has unit length (magnitude ≈ 1).
Computes the quaternion logarithm, mapping a unit quaternion to a pure quaternion (W=0, V=theta*v).
Constructs and returns a quaternion from Euler angles in degrees.
Constructs a quaternion from a rotation vector, where the vector's direction is the rotation axis and its magnitude is the rotation angle in degrees.
Normalizes the quaternion in-place so its magnitude equals 1.
Returns a normalized copy of the quaternion without modifying the original.
Rotates a vector by the quaternion Q.
Converts a quaternion to its FRotator representation.
Directly assigns all four XYZW components of a quaternion.
Converts Euler angles (degrees) into a quaternion and stores the result in Q in-place.
Returns the length (Euclidean norm) of the quaternion as a scalar.
Returns the squared length of the quaternion without computing a square root.
Performs spherical linear interpolation between two quaternions and returns a normalized result.
Returns the rotation vector corresponding to this quaternion, where the direction is the rotation axis and the magnitude is the angle in degrees.
Returns the forward direction (local X axis) after applying this quaternion's rotation.
Returns the right direction (local Y axis) after applying this quaternion's rotation.
Returns the up direction (local Z axis) after applying this quaternion's rotation.
Creates an FRotator representing a rotation of Angle degrees around the given Axis.
Sets the rotation of this actor's root component relative to its parent in the attachment hierarchy.
Subtracts quaternion B from A component-wise (A - B).
Adjusts InOutAngle1 so that the difference between it and InAngle0 is at most 180 degrees, preventing large jumps when interpolating rotation components converted from quaternions.