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Add section about angular velocity to using_transforms.rst #11258
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How to calculate angular velocity doesn't seem to be anywhere in the online doc, and it is very easy to incorrectly assume that they are Euler angles, which happened to me and was reported by others. Since this is where quaternions and their importance are explained, it seems a good place to explain how to obtain correct angular velocity from quaternions. This is a subject I had considerable difficulties with, and could only solve it thanks to the help of others. Notably the code here is simplified from code helpfully shared by Norgorim (any error is however mine). Hence the need for an explanation in the documentation, and this appears to me as at least the necessary minimum.
Thorneel
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Sep 4, 2025
Thorneel
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Sep 4, 2025
Added corrections from AThousandShips Fixed the comment mismatch between GDScript and C# noted in said corrections Co-authored-by: A Thousand Ships <[email protected]>
Calinou
reviewed
Sep 4, 2025
Rageking8
suggested changes
Sep 5, 2025
More fixes of mistakes caught by reviewers Co-authored-by: Rageking8 <[email protected]>
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area:manual
Issues and PRs related to the Manual/Tutorials section of the documentation
cherrypick:4.4
enhancement
topic:3d
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How to calculate angular velocity doesn't seem to be anywhere in the online doc, and it is very easy to incorrectly assume that they are Euler angles, which happened to me and was reported by others. Since this is where quaternions and their importance are explained, it seems a good place to explain how to obtain correct angular velocity from quaternions.
This is a subject I had considerable difficulties with, and could only solve it thanks to the help of others. Notably the code here is simplified from code helpfully shared by Norgorim (any error is however mine). Hence the need for an explanation in the documentation, and this appears to me as at least the necessary minimum.