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@ -12,7 +12,7 @@ where *a*, *b*, *c* and *d* are real numbers and *i*, *j* and *k* are the basic
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**Why four components and not three?** Simply put, numbers with three components don't have such nice properties, it just so happens that with four dimensions we get this nice system that's useful.
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Operations with quaternions such as their multiplication can simply be derived using basic algebra and the above given axioms. Note that **quaternion multiplication is non-commutative** (*q1 * q2 != +2 * q1*), but it is still associative (*q1 * (q2 * q3) = (q1 * q2) * q3*).
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Operations with quaternions such as their multiplication can simply be derived using basic algebra and the above given axioms. Note that **quaternion multiplication is non-commutative** (*q1 * q2 != q2 * q1*), but it is still associative (*q1 * (q2 * q3) = (q1 * q2) * q3*).
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A **unit quaternion** is a quaternion in which *a^2 + b^2 + c^2 + d^2 = 1*.
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@ -28,4 +28,6 @@ Rotating point *p* by quaternion *q* is done as
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Rotation quaternion can be obtained from axis (*v*) and angle (*a*) as
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*q = cos(a/2) + sin(a/2) * (v.x i + v.y j + v.z k)*
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*q = cos(a/2) + sin(a/2) * (v.x i + v.y j + v.z k)*
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TODO: compare to euler angles, exmaples
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