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by eestrada
1007 days ago
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My (poor) understanding of quaternions is they are like a vector with a rotation angle around the axis of the vector. This is probably incorrect on many levels. But it was a simple enough explanation that it made sense to my brain why this would work better than simple SRT transform parameters for avoiding gimbal lock. It's been several years since I needed to deal with 3D transformations of any sort, so I'm a bit rusty on all this. |
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(normalized) Quaternions are just the intermediate representation of axis-angles, they describe the component-wise algebra of combining axis-angle rotations [Euler-Rodrigues formula](https://en.wikipedia.org/wiki/Euler–Rodrigues_formula)
Game engines just leaves them as quaternions for performance reasons.
A 2D analogy would be
The [ Re , Im ] form is convenient for manipulating by coordinates, but the “final” succinct representation is still “angle”, because the component-wise form has more degrees of freedom than necessary.Summary:
And