The Quaternion nodes provide several operations, specifically used for handling quaternions.
A quaternion is a vector with four parameters that represent a rotation.
This node is used to expose certain parameters and attributes of a given input Unity Quaternion, which are:
x
Float
X component of the vector
y
Float
Y component of the vector
z
Float
Z component of the vector
w
Float
W component of the vector
This collection of Nodes are responsible for performing basic useful operations with quaternions.
Angle
Calculates the angle, in degrees, between two rotations
Angle Axis
Creates a rotation which rotates angle degrees around axis
Dot
Dot Product of two rotations
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; applied in that order
This collection of Nodes allows for the implementation of interpolation between quaternions.
Lerp
Interpolates between two rotations and normalizes the result afterwards
Sphere Lerp
Spherically interpolates between two rotations and normalizes the result afterwards
In both cases, the value T
represents the value used for interpolation: if T = 0
the result will be the first point, if T = 1
the second.
This collection of Nodes allows for simple mathematical operations between quaternions.
Quaternion Combine
Combines two rotations (i.e. applying the two rotations in sequence)