Game Development Reference
In-Depth Information
Conjugate: The ~ operator
The conjugate of the product of quaternions is equal to the product of the quaternion
conjugates, but in reverse order:
~( qp ) = (~ p )(~ q )
Here's the code that computes the conjugate for our Quaternion class:
Quaternion operator~(void) const { return Quaternion( n,
-v.x,
-v.y,
-v.z);}
QVRotate
This function rotates the vector v by the unit quaternion q according to this formula:
p ' = ( q )( v )(~ q )
Here, ~ q is the conjugate of the unit quaternion, q :
inline Vector QVRotate(Quaternion q, Vector v)
{
Quaternion t;
t = q*v*(~q);
return t.GetVector();
}
This operator takes the conjugate of the quaternion, ~ q , which is simply the negative of
the vector part. If q = [ n , x i + y j + z k ], then ~ q = [ n , (− x ) i + (− y ) j + (− z ) k ].
Quaternion multiplication: The * operator
This operator performs quaternion multiplication according to the following formula:
q p = n q n p v q v p + n q v p + n p v q + ( v q × v p )
Here, n q n p v q v p is the scalar part of the result while n q v p + n p v q + ( v q × v p ) is the
vector part. Also note that v q and v p are the vector parts of q and p , respectively, • is the
vector dot product operator, and × is the vector cross product operator.
Quaternion multiplication is associative but not commutative, thus:
q ( ph ) = ( qp ) h
qp pq
Here's the code that multiplies two Quaternion s, q1 and q2 :
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