unreal.Rotator
¶
- class unreal.Rotator(roll: float = 0.0, pitch: float = 0.0, yaw: float = 0.0)¶
Bases:
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
(double): [Read-Write] Pitch: Pitch (degrees) around Y axisroll
(double): [Read-Write] Roll: Roll (degrees) around X axisyaw
(double): [Read-Write] Yaw: Yaw (degrees) around Z axis
- __eq__(other: object) bool ¶
Overloads:
Rotator
Returns true if rotator A is equal to rotator B (A == B) within a specified error tolerance
- __ne__(other: object) bool ¶
Overloads:
Rotator
Returns true if rotator A is not equal to rotator B (A != B) within a specified error tolerance
- 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
- is_near_equal(b, error_tolerance=0.000100) 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=0.000100) 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)