Rotations: Difference between revisions

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The most natural representation of rotations are Quaternions.
The most natural representation of rotations are Quaternions.
However rotations can also be represented in various other forms.
However rotations can also be represented in various other forms.
See https://www.andre-gaschler.com/rotationconverter/ to convert between representations


===Angle Axis===
===Angle Axis===
Also known as axis-angle
===Rotation Vector===
===Rotation Vector===
===Euler Angles===
===Euler Angles===
===Quaternion===
===Quaternion===
See [[Quaternion]].
===Matrix===
===Matrix===
A \(3\times 3\) matrix is the most convenient form of a rotation since applying the rotation to a vector is simply a matrix multiplication.
A \(3\times 3\) matrix is the most convenient form of a rotation since applying the rotation to a vector is simply a matrix multiplication.
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This section is on converting between different forms of rotations.<br>
This section is on converting between different forms of rotations.<br>
How to construct a rotation.<br>
How to construct a rotation.<br>
See [http://www.euclideanspace.com/maths/geometry/rotations/conversions/index.htm http://www.euclideanspace.com/maths/geometry/rotations/conversions/index.htm] for a list of conversions.


===Angle Axis to Matrix===
===Angle Axis to Matrix===
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\mathbf{R} = \mathbf{I} + (\sin\theta)\mathbf{K} + (1-\cos\theta)\mathbf{K}^2
\mathbf{R} = \mathbf{I} + (\sin\theta)\mathbf{K} + (1-\cos\theta)\mathbf{K}^2
\end{equation}
\end{equation}
\]
===Angle Axis to Quaternion===
Based on [http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm]
\[
\begin{align}
q_x &= k_x * \sin(\theta/2)\\
q_y &= k_y * \sin(\theta/2)\\
q_z &= k_z * \sin(\theta/2)\\
q_w &= \cos(\theta/2)
\end{align}
\]
\]