Talk:Quaternions and spatial rotation: Difference between revisions

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D3x0r (talk | contribs)
D3x0r (talk | contribs)
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This is the gist of getting the basis..(implemented in JS) https://gist.github.com/d3x0r/9ffea1d55f079b8ce4d958ddf0ad6d0c ; what I ended up implementing was to take base vectors (1,0,0),(0,1,0),(0,0,1) and apply a standard quaternion rotation to them. to get a basis representation for the quaterion (really angle-angle-angle 0 log-quaternion) ...
I end up with the same answer as you. Which, overall, to get the basis becomes less work than rotating a single point (although if you do something silly like then apply the matrix to rotate you're back to even more work).
It did let me figure out there is a Bertrand curve https://en.wikipedia.org/wiki/Differentiable_curve#Bertrand_curve for yaw/pitch/roll operations on quaterions that leave one of the basis vectors constant... all other rotations lie in a plane... as demonstrated here... https://d3x0r.github.io/STFRPhysics/3d/index.html (this sort of explains the demo, and what it is I'm trying to show/you should be seeing ) https://github.com/d3x0r/STFRPhysics/blob/master/Curvature.md ... edit: Request For Answer: And if any of the above make sense, maybe you and answer my question.... https://math.stackexchange.com/questions/3747951/find-curvature-of-bertrand-curve-to-twist-a-log-quaternion-around-a-target-axle.
[[User:D3x0r|D3x0r]] ([[User talk:D3x0r|talk]]) 07:30, 8 July 2020 (UTC)