unreal.Rotator
¶
- class unreal.Rotator(roll=0.0, pitch=0.0, yaw=0.0)¶
Bases:
unreal.StructBase
An orthogonal rotation in 3d space. note: 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)