I just delved into using quaternions in 3D game programming (yes, I know about matrices, and they are fine, but we always need to learn some new things), so we can rotate some object like this Pout = q*Pin*conjug(q) , where q is the quaternion, Pin is the object (let's say we use some structure where this class is defined for us), the class is Vector3, conjug(q) is the q-quaternion after its conjugation, and finally Pout is a new object Vector3, we obtained after the rotation of the original object Vector3 Pin at an angle alfa (or theta, irrespective of the Wow, what you like). In addition, I know that there is a way to combine rotations, for example: q_final = q2*q1 (this means that it rotates along alpha1, and then at angles alfa2). And finally, the point-product is the angle between two quaternions, say, a sphere. This is clear to me. My question will be about things like division, addition and subtraction.
My question is : Can someone tell me, please, what are they (division, addition, subtraction-operations into quaternions) representing in 3D programming? How will they affect the 3D model?
Thank you for your responses.
ps If you ( DarenW, bensiu, Dharmendra, Uwe Keim, Jennis ) can not understand this question, please leave this topic. Someone may have an answer. Thanks.
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