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  • How to rotate object around a point using quaternions?
    In my 3D application I store object's position in a vector and it's rotation around the origin in a quaternion I need to rotate the object around a vector with an arbitrary origin I tried converting the position - vectorOrigin and the rotation into a matrix, rotating the matrix and then extracting the position and rotation as a vector and a
  • Scripting API: Quaternion. operator - Unity
    Combines rotations lhs and rhs Rotating by the product lhs * rhs is the same as applying the two rotations in sequence: lhs first and then rhs , relative to the reference frame resulting from lhs rotation
  • Add or substract two quaternions rotations - Questions . . .
    In order to add two quaternion rotations correctly you multiply them: Quaternion newRotation = transform rotation * otherTransform rotation To subtract you need to multiply by the inverse: Rotate back to the starting position transform rotation = newRotation * Quaternion Inverse(otherTransform rotation)
  • rawify Quaternion. cpp: The RAW C++ Quaternion library - GitHub
    Quaternion c is a well tested C++ library for 3D rotations Quaternions are a compact representation of rotations and can be used everywhere, from the attitude of a dron over to computer games to the rotation of satellites and all by avoiding the Gimbal lock
  • Rotationen und Quaternionen - C++ Community
    Hallo zusammen, ich habe folgendes Problem: Ich habe einige Rotationen von Gliedern, diese Rotationen kann ich in meinem Programm abfragen und bekomme Quaternionen, die diese Rotationen darstellen, zurück Ich brauche für meine Zwecke jedoch Winkel in Gra
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    Fügt zwei Quaternionen hinzu quaternion operator- (quaternion const value1, quaternion const value2) Subtrahiert eine Quaternion von einem anderen Quaternion quaternion operator* (quaternion const value1, quaternion const value2) Multipliziert eine Quaternion mit einem anderen Quaternion
  • c++ - Quaternion - Rotate To - Stack Overflow
    Once we have our axis and angle, turning it into a quaternion is easy: q = [cos(φ 2) sin(φ 2)a]; This new quaternion represents the new orientation of the object It can be converted into a matrix for rendering purposes, or you can use it to directly rotate the object's vertices, if desired, using the rules of quaternion multiplication





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