Quaternion Rotations Blueprint

Quaternion-based 3D rotations (gimbal-lock free)

   
Feature quaternion-rotations
Category Integration
Version 1.0.0
Tags integration, godot
YAML Source View on GitHub
JSON API quaternion-rotations.json

Actors

ID Name Type Description
game_engine Godot Engine system  

Rules

  • implementation:
    • description: Feature implemented in C++ engine core
  • platform_agnostic:
    • description: Works across desktop, web, mobile platforms

Outcomes

Creation_from_euler (Priority: 1)

Given:

  • Convert Euler angles to quaternion is requested

Then:

  • transition_state field: status from: idle to: active

Result: Convert Euler angles to quaternion completed

Creation_from_axis Angle (Priority: 2)

Given:

  • Rotate by axis and angle is requested

Then:

  • transition_state field: status from: idle to: active

Result: Rotate by axis and angle completed

Quaternion_multiplication (Priority: 3)

Given:

  • Compose rotations is requested

Then:

  • transition_state field: status from: idle to: active

Result: Compose rotations completed

Interpolation (Priority: 4)

Given:

  • Smooth rotation blending (SLERP) is requested

Then:

  • transition_state field: status from: idle to: active

Result: Smooth rotation blending (SLERP) completed

To_euler_conversion (Priority: 5)

Given:

  • Convert quaternion back to angles is requested

Then:

  • transition_state field: status from: idle to: active

Result: Convert quaternion back to angles completed

Vector_rotation (Priority: 6)

Given:

  • Apply quaternion rotation to vector is requested

Then:

  • transition_state field: status from: idle to: active

Result: Apply quaternion rotation to vector completed

AGI Readiness

Goals

Reliable Quaternion Rotations

Quaternion-based 3D rotations (gimbal-lock free)

Success Metrics:

Metric Target Measurement
success_rate >= 99.5% Successful operations divided by total attempts
error_recovery_rate >= 95% Errors that auto-recover without manual intervention

Constraints:

  • availability (non-negotiable): Must degrade gracefully when dependencies are unavailable

Autonomy

Level: supervised

Tradeoffs

Prefer Over Reason
reliability throughput integration failures can cascade across systems

Safety

Action Permission Cooldown Max Auto
creation_from_euler supervised - -
creation_from_axis-angle supervised - -
quaternion_multiplication autonomous - -
interpolation autonomous - -
to_euler_conversion autonomous - -
vector_rotation autonomous - -
Extensions (framework-specific hints) ```yaml tech_stack: language: C++ runtime: Godot 4.x ```