How to make a simple quaternion based camera?

How to make a simple quaternion based camera?

The conjugate is simply Q’ = [ w, -v ] Here’s the code for the conjugate: quaternion conjugate (quaternion quat) { quat.x = -quat.x; quat.y = -quat.y; quat.z = -quat.z; return quat; } The last thing you need to know is quaternion multiplication. Then you’ll be ready to make a quaternion based camera.

How to rotate a vector with a quaternion?

With quaternions we can rotate a vector around an arbitrary axis (same as with axis-angles) very easily. To achieve this, first we need to turn our View vector into a quaternion, then define a rotation quaternion and lastly, apply the rotation quaternion to the View quaternion to make the rotation.

How to make a view quaternion in math?

To achieve this, first we need to turn our View vector into a quaternion, then define a rotation quaternion and lastly, apply the rotation quaternion to the View quaternion to make the rotation. To make the View quaternion, V, the x, y, and z values are taken from the View vector and we simply add a 0 for the scalar component w.

Where is the orientation of the pitch variable stored?

The actual orientation is still stored in a quaternion. Anytime I accumulated pitch into the orientation via the pitch () function or reset the pitch by using the lookAt (vec3 target) function (which was not posted in the original question), this pitch member variable is updated accordingly.

Is it hard to do multiplication with a quaternion?

Multiplication with quaternions is a little complicated as it involves dot-products cross-products. However, if you just use the following forumula that expands these operations, it isn’t too hard.

How are quaternions used to visualize the space of rotation?

Visualizing the space of rotations. The vector part of a unit quaternion represents the radius of the 2-sphere corresponding to the axis of rotation, and its magnitude is the cosine of half the angle of rotation. Each rotation is represented by two unit quaternions of opposite sign, and, as in the space of rotations in three dimensions,…

Is it OK to use a quaternion in OpenGL?

Quaternions are cool, and people using them are cool. Neither of these really make a difference for your problem. Accumulate the two rotations as angles (normally undesirable, but perfectly acceptable for this case), and create a rotation matrix when you need it.