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Guide to Game Development/Theory/Mathematics/Quaternions
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About
Quaternions are used for rotating a geometry and points with along multiple axes of rotation. They exist in four dimensions, and so that have four parts: w, x, y and z. As x, y and z are linked and similar to each other, people sometimes use another letter to represent all three, v is common for this. To represent them you should store them in a 4-dimensional vector like so: . Quaternions are used as an alternative to Euler angles.
Benefits of Quaternionshttps://www.youtube.com/watch?v=4mXL751ko0w at 1:35:
No gimbal locking
Interpolation is smooth and direct
Simple to do calculations with
Basic creation of a quaternion
So if you chose some unit length 3D-vector that you could like to rotate the geometry around () and an amount of degrees that you want to rotate the geometry () then create a rotation quaternion ().
There are generally two forms for representing quaternion, short and long. In the short notation it shows it in terms of w and v (a combination of x, y and z).
This can be represented in the long notation using w, x, y and z:
Where https://www.youtube.com/watch?v=SCbpxiCN0U0 at 5:39:
If a quaternion is not rotated, then it will have the valuehttps://www.youtube.com/watch?v=4mXL751ko0w at 4:05:
Links with imaginary numbers
The 4 components (w, x, y and z) can be broken down into one real number and three imaginary numbers:
where , and are imaginary numbers such that . From that, you can create the following statements:
Inverse Quaternions
To invert a quaternion, simply multiply the x, y and z components by -1.
Multiplying quaternions
When multiplying two quaternions together, order matters ().
The multiple is defined byhttps://www.youtube.com/watch?v=CRiR2eY5R_s at 8:28:
Add and understand the statement: (rotationQuaternion*pointQuaternion)*conjugateQuaternion
look into:
[Seen here]
Spherical Linear Interpolation (SLERP)
This is how you Interpolate gradually between two quaternions, like getting a mid-point (or some other point) between two quaternions.
Superscript notation for Quaternions
Before you can do SLERP, you need to understand the superscript notation for a quaternion.
If you have a quaternion a and you use the superscript notation to raise it to the power t, this means that it will scale the angles inside the quaternion by superscript t. As this only scales all of the angles, this means that the magnitude () of the Quaternion is still 1.
Superscript notation in short notation
Superscript notation in long notation
The SLERP Equation
If your first Quaternion was q and the second quaternion was r and you wanted to find a point in-between (p) which is t percent of the way from q to r, where 0 ≤ t ≤ 1.
The final equation is defined ashttps://en.wikipedia.org/wiki/Slerp#Quaternion_Slerp:
See also
Creating a Quaternion class in code
External Links
Youtube:
Math for game developers:
Quaternion playlist
Humane Rigging 03 - 3D Bouncy Ball 05 - Quaternion Rotation
Hand Calculation of Quaternion Rotation
Wikipedia pages:
Quaternion
Quaternions and spatial rotation
Slerp - Spherical Linear Interpolation
Wikibooks:
Abstract_Algebra/Quaternions
References
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