**getWheelOrientationQuaternion(wheel)**

- Returns the world wheel orientation matrix.

**Return Type:**

- 3x3 orientation matrix.

**wheel:**

- Type: integer

- 0 = first wheel added

- 1 = second wheel added

- 2 = third wheel added

- 3 = fourth wheel added

**3x3 orientation matrix example:**

- [ [ 1.0, 0.0, 0.0 ], [ 0.0, 1.0, 0.0 ], [ 0.0, 0.0 ,1.0 ] ]

- First group of 3 is the x-axis vector.

- Second group of 3 is the y-axis vector.

- Third group of 3 is the z-axis vector

**Sample Code**

################ get the wheel orientation matrix

#import bge

import bge

# get current scene

scene = bge.logic.getCurrentScene()

# get object list

objList = scene.objects

# get vehicle object named car

objCar = objList["Car"]

# Retrieve constraint ID you saved as a property when you created the vehicle constraint

constraint_ID = objCar["constraint_ID"]

# get the vehicle

vehicle = bge.constraints.getVehicleConstraint(constraint_ID)

# first tire added

wheel = 0

get the wheel orientation matrix

wheel_orientation = vehicle.getWheelOrientationQuaternion(wheel)