Minimal { x, y, z, w } shape of a quaternion, accepted across the math API
Quaternion and ObservableQuaternion implement it, and so does any plain object with
these four numbers. For a turn of angle radians around the unit vector axis, (x, y, z) is
axis * sin(angle / 2) and w is cos(angle / 2).
Minimal
{ x, y, z, w }shape of a quaternion, accepted across the math APIQuaternion and ObservableQuaternion implement it, and so does any plain object with these four numbers. For a turn of
angleradians around the unit vectoraxis,(x, y, z)isaxis * sin(angle / 2)andwiscos(angle / 2).Example