Game Development Reference
In-Depth Information
The only remaining task is to generate a matrix from the new
quaternion. For this we can use the knowledge that the rotation matrix will
look like this:
1-2 y 2 -2 z 2
2 xy +2 wz
2 xz -2 wy
2 xy -2 wz
1-2 x 2 -2 z 2
2 yz -2 wx
2 xz +2 wy
2 yz +2 wx
1-2 x 2 -2 y 2
R =
The code for converting a quaternion into a rotation matrix is therefore
given by this function:
//=============================================================
//QuaternionToMatrix
//Takes quaternion q and generates a rotation matrix stored in the
//three vectors right, up and forward
//=============================================================
void QuaternionToMatrix(QUATERNION &q,
VECTOR &right, VECTOR &up, VECTOR
&forward){
double xx, yy, zz, xy, wz, xz, wy, yz, wx;
xx = q.x * q.x; yy = q.y * q.y; zz = q.z * q.z;
xy = q.x * q.y; wz = q.w * q.z; xz = q.x * q.z;
wy = q.w * q.y; yz = q.y * q.z; wx = q.w * q.x;
right.x = 1 - 2 * yy - 2 * zz;
right.y = 2 * xy - 2 * wz;
right.z = 2 * xz + 2 * wy;
up.x = 2 * xy + 2 * wz;
up.y = 1 - 2 * xx - 2 * zz;
up.z = 2 * yz - 2 * wx;
forward.x = 2 * xz - 2 * wy;
forward.y = 2 * yz + 2 * wx;
forward.z = 1 - 2 * xx - 2 * yy;
}
Try out the sample for this chapter, which illustrates the difference
between a rotation done using Hermite interpolation of the Euler angles
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