quaternion tutorial

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[Unity quaternion] four-dollar quaternion calculation method

What is quaternion four-dollar numberIn 1843, William Rowan Hamilton invented four yuan, but only in 1985 did a man named Ken Shoemake introduce four dollars into the field of computer graphics processing. Four yuan in 3D graphics is mainly used for rotation, skeletal animation and so on.Simply put, a four-dollar number describes a rotation: rotates one radian (θ) around any axis (V).Then the four-dollar Q is related to (v,θ) two parameters.Specific f

Quaternion: Test the method properties in the quaternion (four-tuple) class through the API (i)

1. Difference Method LerpReturns a four-dollar number that returns the difference between from and to and varies with time.detaltime*speedQuaternion.lerp (From.rotation,to.rotation,time.detaltime*speed);For example, in the following code c,d will start with A.rotation as the starting point, with the b.rotation as the end point at total for the speed of the changeusingUnityengine;usingSYSTEM.COLLECTIONS;PUBILCclasseaxmble:monobehaviour{ PublicTransform a,b,c,d;floatSpeed=0.2f;floatTotal=0.0f;void

Unity, extracted by matrix4x4 quaternion and Vector3 and constructed by Quaternion,vector3 matrix4x4

One, extracted by matrix4x4 quaternion and Vector3Quaternion Getrotationfrommatrix (matrix4x4 m) {Return Quaternion.lookrotation (M.getcolumn (2), M.getcolumn (1));}Vector3 Getpositionfrommatrix (matrix4x4 m) {Return M.getcolumn (3);}Two, constructed by Quaternion,vector3 matrix4x4Vector3 position= ...Quaternion rotation= ...Vector3 scale=...//for Example:scale=v

Quaternion and rotation in ogre

node: Scenenode-> rotate (Q ); This node can rotate the X axis to 90 degrees. Let's take a look at a piece of code in ogre Tutorial: Vector3 src = mnode-> getorientation () * vector3: unit_x; Ogre: quaternion quat = SRC. getrotationto (mdirection ); Mnode-> rotate (quat ); The getorientation of scenenode obtains the orientation of the node, which is expressed by a quaternary element. What is o

Unity3d ry Quaternion

I am going to learn and study the unity3d Quaternary Quaternion. The Quaternary element is used in computer graphics to indicate the rotation of an object. In unity, x, y, z, and w represent four values. The Quaternary element is the simplest super-plural element. The plural number is composed of a real number and an element I, where I ^ 2 =-1 ,. Likewise, the four elements are composed of real numbers plus three elements I, j, and k, and they have th

Preliminary experience of rotating a coordinate point with quaternion in Unity3d

In Unity3d, the rotation is represented by a number of four yuan, and the number of four is called quaternion. For example, Transform.rotation is a four-dollar number, which consists of four parts quaternion = (xi + YJ + ZK + W) = (x,y,z,w)1. Http://en.wikipedia.org/wiki/Quaternion has a definition of four yuan2. Http://en.wikipedia.org/wiki/Quaternions_%26_spati

Learn quaternion notes

Well, continue learning mathematics... In 3D programs, quaternion is usually used to calculate the Rotation Angle of 3D objects. Compared with matrix, quaternion is more efficient, occupies less storage space, and facilitates interpolation. In mathematics, quaternion indicates the plural W + Xi + YJ + ZK, where I, j, and K are all virtual units: I * I = J * j =

Unity3d-Detailed quaternion Class (ii) __ Graphics

Turn from: http://www.cnblogs.com/tgycoder/p/5106463.html four, quaternion class static method There are 9 static methods in Quaternion: Angle method, Dot method, Euler method, Fromtorotation method, inverse method, Lerp method, Lookrotation method, Rotatetowards method and Slerp method. The use of static methods is to call their static methods directly with class names, such as Quaternion.angle (Q1,Q2), a

A translation for Quaternion

relationship between energy and time, I did not translate the full text. I just excerpted an important chapter. However, I believe that we have covered the necessary knowledge of the four elements, which is sufficient for you to complete a camera system (Camera System) F. The reason why I say "enough" is that I have used these theories to write a camera that is supported by four elements. G. I have an idea to find out from the beginning, to implement the function step by step, and then to the s

Quaternion of Ogre

Quaternion is a combination of scalar and a 3D vector. Q = {w, x, y, z}, a default quaternion = {,} In ogre, which is usually used for space rotation. Assume that space is called P at a point, if the rotation angle to be rotated is α and the rotation axis is (x, y, z), then: P = {0, x0, y0, z0} Q = {cos (α/2), Sina (α/2)NX, sin (α/2)NY, sin (α/2)NZ }(NUnit vector) P result = Q * p * q-1 In mathematics,

Unity3d-Detailed quaternion class (i) __ Graphics

turn from: http://www.cnblogs.com/tgycoder/p/5103966.html First, Introduction Quaternion, also known as the four-dollar number, consists of four components of X,y,z and W, a mathematical concept discovered by the Irish mathematician William Lu Yun Hamilton in 1843. The multiplication of the four-dollar number does not conform to the Exchange law. From a clear point of view, the four-dollar number is an irreducible extension of the plural. If the set

"Unity" 6.8 quaternion class (four Yuan)

development process. Second, quaternion classIn unity, four of millions of dollars are represented using the quaternion class.is a variable provided by the Quaternion class: is a function provided by the quaternion class: The following C # code demonstrates how to make a game object (such as a cube) rotate around the

Unity API Parsing (8)--quaternion class

Four--consists of 4 components of x, Y, Z and W, which belong to the struct type The selection angle used to store and represent objects Eulerangles Properties--Euler's Corner The transform of the Gameobject object is the order of the Euler angle, which rotates the corresponding angle around the z-axis, rotates the corresponding angle around the x-axis, and the last y-axis-the final state of the different rotation order. Using unityengine;using System.collections;public class eule

Quaternion interpolation and Matrix

smooth interpolation between two orientations involves Numerical Integration Directory[Hide] 1-4-tuple notation Basic operation rules of 2 tuples 3. Formulas for rotating with four tuples 4. Rotating superposition [Edit] Triplet Representation [W, V] where V is a vector, indicating the rotation axis. W scalar, indicating the rotation angle. Therefore, a triplet represents a complete rotation.There are several notations that we can use to represent q

Four USD quaternion

A simple way to use four of millions of dollarsThe four-dollar function in Unity3d is to show rotation.AngleaxisCreates a rotation that rotates around an axis and returns a four-dollar number.The opposite function is achieved with Toangleaxis.AngleReturns the angle between two rotation values (four yuan), which is the value of the angle of float type.(I don't know what it's for after this value is calculated.)DotI don't quite understand the point of the multiplication.SeeEuleranglesReturns a Eul

Ogre of $ four quaternion

Quaternion is a combination of a scalar and a 3D vector. q={W,x,y,z},ogre a default quaternion ={1,0,0,0}, generally used for a bit of space rotation, assuming that the space is called p, the rotation angle is α, the axis of rotation is (x, Y, z), then: P={0,x0,y0,z0} q= {cos (α/2), Sina (α/2) nx, sin (α/2)ny, sin (α/2)nz} (n is a unit vector) P Results =q*p*q-1 Mathematically,

Unity3d quaternion properties and function test __unity3d

Quaternion Properties and methods One, properties: X, Y, z don't say, just look at a eulerangles, the code is as follows: [CSharp]View plain copy public quaternion rotation = quaternion.identity; void Start () {rotation.eulerangles = new Vector3 (0, 30, 0); Transform.rotation = rotation; Print (ROTATION.EULERANGLES.Y); Effect: Turn the object clockwise around the y axis, with the same effect as transf

About the Quaternion

I took due days to try to understand anything about quaternion but got no result. the resaon why I paied out so much on quaternion is that, I'm trying to write a better camera system which is to added to my cuby projectcan. it shoshould Be Able To Move rotate freely ,. and meanwhile it uses as simple little representation for itself as possible. so without saying that I refered to ogre's implement Ation a

Unity project Strings converted to Vector3 and quaternion

Application environment: typically when reading data from a CSV table, the string type is converted to Vector3 or quaternion typeString format: x,x,x/x,x,x,x (comma)Method: /// ///string goto Vector3/// /// strings that need to be converted /// Public StaticVector3 getvec3bystring (stringp_svec3) { if(P_svec3.length 0) returnVector3.zero; string[] tmp_svalues = P_svec3.trim (' '). Split (','); if(Tmp_svalues! =NULL Tm

The meaning and use of quaternion in unity

Official API Documentation:File:///Applications/Unity/Unity.app/Contents/Documentation/html/en/ScriptReference/Quaternion.htmlQuaternion means a four-dollar number, which is used to represent rotation.They are compact and do not produce gimbal deadlocks and can easily be interpolated. Quaternion is used within unity to represent all rotation actions. (Universal joint is what can Baidu under)The four-dollar number is based on complex numbers and is not

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