Rotations: Difference between revisions

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(Created page with " This article is about rotations in 3D space. ==Representations== The most natural representation of rotations are Quaternions. However rotations can also be represented in v...")
 
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Let
Let
\[
\[
\mathbf{K} = [\mathbf{k}]_\times  
\mathbf{K} = [\mathbf{k}]_\times =
\begin{pmatrix}
\begin{pmatrix}
0 & -k_z & k_y\\
0 & -k_z & k_y\\
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\end{equation}
\end{equation}
\]
\]
==Resources==
==Resources==
* [https://docs.unity3d.com/ScriptReference/Quaternion.html Unity Quaternion Script Reference]
* [https://docs.unity3d.com/ScriptReference/Quaternion.html Unity Quaternion Script Reference]

Revision as of 17:45, 19 May 2020

This article is about rotations in 3D space.

Representations

The most natural representation of rotations are Quaternions. However rotations can also be represented in various other forms.

Angle Axis

Rotation Vector

Euler Angles

Quaternion

Matrix

Construction=

This section is on converting between different forms of rotations.
How to construct a rotation.

Angle Axis to Matrix

Apply Wikipedia: Rodrigues' rotation formula

Suppose \(\mathbf{k}=(k_x, k_y, k_z)\) is the vector around which you want to rotate.
Let \[ \mathbf{K} = [\mathbf{k}]_\times = \begin{pmatrix} 0 & -k_z & k_y\\ k_z & 0 & -k_x\\ -k_y & k_x & 0 \end{pmatrix} \] Then our rotation matrix is: \[ \begin{equation} \mathbf{R} = \mathbf{I} + (\sin\theta)\mathbf{K} + (1-\cos\theta)\mathbf{K}^2 \end{equation} \]

Resources

References