# WasmGPU.math.quat.isNormalized

## Summary
WasmGPU.math.quat.isNormalized checks whether the input has unit length under the engine tolerance. Use it to validate inputs to rotation-sensitive code.

## Syntax
```ts
WasmGPU.math.quat.isNormalized(q: number[]): boolean
const result = wgpu.math.quat.isNormalized(q);
```

## Parameters
| Name | Type | Required | Description |
| --- | --- | --- | --- |
| `q` | `number[]` | Yes | Quaternion input as `[x, y, z, w]`. |

## Returns
`boolean` - Boolean flag indicating whether the tested condition is satisfied.

## Type Details
```ts
type Quat = number[]; // expected length: 4 ([x, y, z, w])
```

## Example
```js
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);

const q = [0, Math.sin(Math.PI / 8), 0, Math.cos(Math.PI / 8)];
const result = wgpu.math.quat.isNormalized(q);
console.log(result);
```

## See Also
- [WasmGPU.math](./wasmgpu-math.md)
- [WasmGPU.math.quat.init](./wasmgpu-math-quat-init.md)
- [WasmGPU.math.quat.mul](./wasmgpu-math-quat-mul.md)
- [WasmGPU.math.quat.normalize](./wasmgpu-math-quat-normalize.md)
