How do you find a quaternion?

How do you find a quaternion?

Any quaternion can be written as q=cos(ϕ/2)+sin(ϕ/2)k, where k is a unit vector representing the axis of rotation and ϕ is the angle in radians. Following the logic, the quaternion q2=cos(π/4)+sin(π/4)k represents rotation about the z-axis and not y-axis.

Are quaternions vectors?

A quaternion that equals its real part (that is, its vector part is zero) is called a scalar or real quaternion, and is identified with the corresponding real number. That is, the real numbers are embedded in the quaternions. A quaternion that equals its vector part is called a vector quaternion.

How do you get quaternion from GameObject?

How to get Quaternion from other GameObject

  1. var bullet = Instantiate(chosenBullet,transform. Find(“Launcher”+launcher). transform. position, Quaternion. identity);
  2. bullet. rigidbody. AddRelativeForce(transform. forward * speed);

How to convert a direction vector to a quaternion?

So take the cross product of your direction vector D and up vector U for the side vector S then cross D and S for a new U n. Then use D, U n, S as rows (or columns depending on how your calculation rule is set up) as a matrix. Matrix to quaternion is well known math.

How to find a quaternion representing the rotation from?

One solution is to compute a vector half-way between u and v, and use the dot and cross product of u and the half-way vector to construct a quaternion representing a rotation of twice the angle between u and the half-way vector, which takes us all the way to v!

How to calculate the half way quaternion?

Calculating the half-way quaternion is simply a matter of summing the quaternions and normalizing the result, just like with vectors. However, as is also the case with vectors, the quaternions must have the same magnitude, otherwise the result will be skewed towards the quaternion with the larger magnitude.

How to find the magnitude of a quaternion?

A quaternion constructed from the dot and cross product of two vectors will have the same magnitude as those products: length(u) * length(v). Rather than dividing all four components by this factor, we can instead scale up the identity quaternion.