Quaternion
VEX node
Takes an angle and an axis and constructs the quaternion representing the rotation about that axis.
See also: Euler To Quaternion, Matrix3 To Quaternion
The input axis should be normalized.
Tip
To get Quaternion rotation:
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Append
Angle(in Radian) and the normalized axis to the Quaternion VOP.You then need to convert the Quaternion (vector4) to a Matrix 4×4.
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Append a
Quaternion To Matrix3VOP. -
Append a Matrix3 to Float VOP.
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Append a Float to Matrix VOP.
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Multiply the positional vector by the Matrix VOP to get the rotation. :)
Usages in other examples
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