interface Quat
Unit quaternion, (x, y, z) vector part and w scalar part.
Orientations are quaternions everywhere in the simulation. Euler angles show up only at presentation boundaries: 6-DoF flight has no privileged axis, so any Euler convention gimbal-locks somewhere a player will actually fly.
quat.ts:10Members
wreadonly
w: number
xreadonly
x: number
yreadonly
y: number
zreadonly
z: number