Represents the same rotation in opposite direction.
Represents the composition of two rotations.
Quaternion to power of alpha.
Gimbal lock detection. Returns 1 for north, -1 for south, 0 if no gimbal lock.
Extracts X-axis from a quaternion that represents rotation.
Extracts Y-axis as a vector from a quaternion that represents rotation.
Extracts Z-axis as a vector from a quaternion that represents rotation.
Linear interpolation. q - targeted quaternion. p - progress from 0 to 1.
Linear interpolation. Always chooses the LONGEST way between rotations. q - targeted quaternion. p - progress from 0 to 1.
Linear interpolation. Always chooses the SHORTEST way between rotations. q - targeted quaternion. p - progress from 0 to 1.
Normalized linear interpolation. q - targeted quaternion. p - progress from 0 to 1.
Normalized linear interpolation. Always chooses the LONGEST way between rotations. q - targeted quaternion. p - progress from 0 to 1.
Normalized linear interpolation. Always chooses the SHORTEST way between rotations. q - targeted quaternion. p - progress from 0 to 1.
Returns zero quaternion if lenght is zero.
Rotates a vector by a quaternion.
Spherical linear interpolation. Interpolates between two rotations. q - targeted quaternion. p - progress from 0 to 1. Slerp is the least efficient approach in performance so try to avoid using it, unless you need constant angular velocity. Nlerp is better solution in most cases.
Spherical linear interpolation. Interpolates between two rotations. Always chooses the LONGEST way between rotations. q - targeted quaternion. p - progress from 0 to 1. Slerp is the least efficient approach in performance so try to avoid using it, unless you need constant angular velocity. Nlerp is better solution in most cases.
Spherical linear interpolation. Interpolates between two rotations. Always chooses the SHORTEST way between rotations. q - targeted quaternion. p - progress from 0 to 1. Slerp is the least efficient approach in performance so try to avoid using it, unless you need constant angular velocity. Nlerp is better solution in most cases.
Extracts Euler-angles (Tait-Bryan) in radians from a quaternion. Order of the result is Z-Y-X (Yaw-Pitch-Roll).
Creates a quaternion from rotation axis and angle.
Creates a quaternion from rotation axis and angle.
Extracts quaternion from a rotation matrix.