Game Development Reference
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(c)
0.966
−.259
0.000
0.000
(d) This corresponds to a pitch of +30 o .
4. (a) 2
(b) 5
(c) 1
(d) 3
(e) 2
(f) 1
(g) 4
(h) 6
(i) 3
5. (a) 5
(b) 2
(c) 6
(d) 1
(e) 3
(f) 5
(g) 4
(h) 2
(i) 3
6. (w 1 + x 1 i + y 1 j + z 1 k)(w 2 + x 2 i + y 2 j + z 2 k)
= w 1 w 2 + w 1 x 2 i + w 1 y 2 j + w 1 z 2 k
+ x 1 w 2 i + x 1 x 2 i 2 + x 1 y 2 ij + x 1 z 2 ik
+ y 1 w 2 j + y 1 x 2 ji + y 1 y 2 j 2 + y 1 z 2 jk
+ z 1 w 2 k + z 1 x 2 ki + z 1 y 2 kj + z 1 z 2 k 2
= w 1 w 2 + w 1 x 2 i + w 1 y 2 j + w 1 z 2 k
+ x 1 w 2 i + x 1 x 2 (−1) + x 1 y 2 k + x 1 z 2 (−j)
+ y 1 w 2 j + y 1 x 2 (−k) + y 1 y 2 (−1) + y 1 z 2 i
+ z 1 w 2 k + z 1 x 2 j + z 1 y 2 (−i) + z 1 z 2 (−1)
= w 1 w 2 −x 1 x 2 −y 1 y 2 −z 1 z 2
+ (w 1 x 2 + x 1 w 2 + y 1 z 2 −z 1 y 2 )i
+ (w 1 y 2 + y 1 w 2 + z 1 x 2 −x 1 z 2 )j
+ (w 1 z 2 + z 1 w 2 + x 1 y 2 −y 1 x 2 )k
7. First, we extract the half-angle and axis of rotation:
α = θ/2 = arccos w = arccos 0.965 ≈ 15.0 o ,
n = normalize(
0.149 −0.149
0.149
) ≈
0.577 −0.577
0.577
.
Now we form a new quaternion using the new half-angle, α = 2α ≈ 30.0 o :
2
4 cos α
3
5
2
4
3
5
2
4 0.867
3
5
0.867
0
@
1
A
0
@
1
A
0
@
1
A
n x sin α
n y sin α
n z sin α
0.5770.500
−0.5770.500
0.5770.500
0.288
−0.288
0.288
=
=
.
2
4 0.233
3
5
2
4 −0.752
3
5
0
@
1
A
0
@
1
A
0.060
−0.257
−0.935
0.286
0.374
0.459
8.
(a) ab =
= (0.233)(−0.752)+(0.060)(0.286)+(−0.257)(0.374)
+ (−0.935)(0.459) = −0.683
2
4 0.333
3
5
0
@
1
A
0.253
−0.015
0.906
(b) ab =
2
4 −0.752
3
5
2
4 0.233
3
5
2
4 −0.683
3
5
0
@
1
A
0
@
1
A
0
@
1
A
0.286
0.374
0.459
0.060
−0.257
−0.935
0.343
−0.401
−0.500
(c) d = ba −1 =
=
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