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author | Masahiro FUJIMOTO <mfujimot@gmail.com> | 2021-10-20 23:51:49 +0900 |
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committer | Masahiro FUJIMOTO <mfujimot@gmail.com> | 2021-10-29 00:39:22 +0900 |
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diff --git a/files/ja/glossary/quaternion/index.md b/files/ja/glossary/quaternion/index.md new file mode 100644 index 0000000000..41f64414ea --- /dev/null +++ b/files/ja/glossary/quaternion/index.md @@ -0,0 +1,20 @@ +--- +title: Quaternion +slug: Glossary/Quaternion +tags: + - Definition + - Glossary + - Orientation + - Quaternion + - WebXR + - rotation +--- +A **quaternion** is the quotient of two 3D vectors and is used in 3D graphics and in accelerometer-based sensors to represent orientation or rotational data. + +While mathematical quaternions are more involved than this, the **unit quaternions** (or **rotational quaternions**) used to represent rotation while using [WebGL](/en-US/docs/Glossary/WebGL) or [WebXR](/en-US/docs/Web/API/WebXR_Device_API), for example, are represented using the same syntax as a 3D point. As such, the type {{domxref("DOMPoint")}} (or {{domxref("DOMPointReadOnly")}}) is used to store quaternions. + +## See also + +- {{interwiki("wikipedia", "Quaternions and spatial rotation")}} on Wikipedia +- {{interwiki("wikipedia", "Quaternion")}} on Wikipedia +- {{domxref("XRRigidTransform.orientation")}} in the WebXR Device API reference |