unreal.Rotator
¶
-
class
unreal.
Rotator
(roll=0.0, pitch=0.0, yaw=0.0)¶ Bases:
unreal.StructBase
An orthogonal rotation in 3d space. The full C++ class is located here: EngineSourceRuntimeCorePublicMathRotator.h:
C++ Source:
Module: CoreUObject
File: NoExportTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
pitch
(float): [Read-Write] Pitch (degrees) around Y axisroll
(float): [Read-Write] Roll (degrees) around X axisyaw
(float): [Read-Write] Yaw (degrees) around Z axis
-
__eq__
(other)¶ Overloads:
Rotator
Returns true if rotator A is equal to rotator B (A == B) within a specified error tolerance
-
__ne__
(other)¶ Overloads:
Rotator
Returns true if rotator A is not equal to rotator B (A != B) within a specified error tolerance
-
__neg__
()¶ Negate a rotator
-
combine
(b) → Rotator¶ Combine 2 rotations to give you the resulting rotation of first applying A, then B.
-
get_axes
() -> (x=Vector, y=Vector, z=Vector)¶ Get the reference frame direction vectors (axes) described by this rotation
- Returns
x (Vector):
y (Vector):
z (Vector):
- Return type
tuple
-
get_forward_vector
() → Vector¶ Rotate the world forward vector by the given rotation
- Returns
- Return type
-
get_right_vector
() → Vector¶ Rotate the world right vector by the given rotation
- Returns
- Return type
-
is_near_equal
(b, error_tolerance=0.0001) → bool¶ Returns true if rotator A is equal to rotator B (A == B) within a specified error tolerance
-
is_not_near_equal
(b, error_tolerance=0.0001) → bool¶ Returns true if rotator A is not equal to rotator B (A != B) within a specified error tolerance
-
lerp
(b, alpha, shortest_path) → Rotator¶ Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1)