Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Quaternion.w

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var w: float;
public float w;

Description

W component of the Quaternion. Do not directly modify quaternions.

A quaternion can represent a 3D rotation and is defined by 4 real numbers. x, y and z represent a vector. w is a scalar that stores the rotation around the vector. More details about quaternions can be located at https://scriptinghelpers.org/blog/how-to-think-about-quaternions.

no example available in JavaScript
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Quaternion-w script example // Create a Sphere and apply a texture to help the orientation be recognised. // At each second the sphere is rotated and the quaternion is displayed.

public class ExampleClass : MonoBehaviour { private float timeDelay = 0.0f; private Quaternion q; private string label = "";

void Awake() { // Add a line that passes through the y axis of the sphere and make // the line as a child. GameObject line = GameObject.CreatePrimitive(PrimitiveType.Cube); line.transform.localScale = new Vector3(0.05f, 1.5f, 0.05f); line.transform.parent = gameObject.transform; }

void Update() { if (timeDelay > 1.0f) { Vector3 v;

// generate a random euler angle v.x = Random.Range(0.0f, 360.0f); v.y = Random.Range(0.0f, 360.0f); v.z = Random.Range(0.0f, 360.0f);

// convert the euler into a quaternion q = Quaternion.Euler(v);

// and apply it to the sphere transform.rotation = q;

// generate a string label = q.ToString("f3");

// and start another 1 second delay timeDelay = 0.0f; } timeDelay += Time.deltaTime; }

// display the quaternion as a string void OnGUI() { GUI.skin.label.fixedHeight = 40; GUI.skin.label.fontSize = 24; GUI.Label(new Rect(10, 10, 400, 30), label); } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答