WasmGPU.math.quat.toRotation¶
Summary¶
WasmGPU.math.quat.toRotation rotates a 3D vector by a quaternion. Use it to transform directions without constructing a full matrix.
Syntax¶
WasmGPU.math.quat.toRotation(q: number[], v: number[]): number[]
const result = wgpu.math.quat.toRotation(q, v);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
q |
number[] |
Yes | Quaternion input as [x, y, z, w]. |
v |
number[] |
Yes | Vector input as [x, y, z]. |
Returns¶
number[] - Rotated vector as a 3-number array [x, y, z].
Type Details¶
type Quat = number[]; // expected length: 4 ([x, y, z, w])
type Vec3 = number[]; // expected length: 3 ([x, y, z])
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const q = [0, Math.sin(Math.PI / 8), 0, Math.cos(Math.PI / 8)];
const v = [1, 2, 3];
const result = wgpu.math.quat.toRotation(q, v);
console.log(result);