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- I'll assume the convention used in this earlier answer and this earlier answer about the use of quaternions for rotation, that is, for an initial object vector v and total rotation quaternion q w you get the rotated object vector by multiplying q w v q w − 1. Part
- Multiplication of a quaternion, q, by its inverse, q − 1, results in the multiplicative identity [1, (0, 0, 0)]. A unit-length quaternion (also referred to here as a unit quaternion), ˆq, is created by dividing each of the four components by the square root of the sum of the squares of those components (Eq. 2.28). (2.28)ˆq = q / (‖q‖
- The conjugate of a product of two quaternions is the product of the conjugates in the reverse order. That is, if p and q are quaternions, then (pq) ∗ = q ∗ p ∗, not p ∗ q ∗. The conjugation of a quaternion, in stark contrast to the complex setting, can be expressed with multiplication and addition of quaternions
- Alternatively, if we want to use scalar and vector notation for quaternions, as defined on this page then multiplication is: (sa,va) * (sb,vb) = (sa*sb-va•vb,va × vb + sa*vb + sb*va
- A rotation quaternion is similar to the axis-angle representation. If we know the axis-angle components (θ, x̂, ŷ, ẑ), we can convert to a rotation quaternion q as follows: q = (q0, q1, q2, q3) (4a

2.1 Addition and **Multiplication** Addition of two **quaternions** acts componentwise. More speciﬁcally, consider the **quaternion** q above and another **quaternion** p = p0 +p1i+p2j +p3k. Then we have p+q = (p0 +q0) +(p1 +q1)i+(p2 +q2)j +(p3 +q3)k. Every **quaternion** q has a negative −q with components −q i, i = 0,1,2,3 Two rotation quaternions can be combined into one equivalent quaternion by the relation: in which q′ corresponds to the rotation q1 followed by the rotation q2. (Note that quaternion multiplication is not commutative.) Thus, an arbitrary number of rotations can be composed together and then applied as a single rotation The order in both multiplication is not the same. Yes you are starting with q1 and finishing with q3 but the order left to right isn't the same. Vector3 v1 = (q1 * q2 * q3) * v; In the first you'll have your results of q1 * q2 and then multiply it by q

Note the reversal of order, that is, we put the first rotation on the right hand side of the multiplication. The order worked out above assumes that each rotation, q1 and then q2 is done in the absolute frame of reference so we get q2*q1. When we are working in the frame of reference of a moving object such as an aircraft or spacecraft then the order is not reversed so the combined rotation is. You can use quaternion multiplication to compose rotation operators: To compose a sequence of frame rotations, multiply the quaternions in the order of the desired sequence of rotations. For example, to apply a p quaternion followed by a q quaternion, multiply in the order pq

Description. Combines rotations lhs and rhs. Rotating by the product lhs * rhs is the same as applying the two rotations in sequence: lhs first and then rhs, relative to the reference frame resulting from lhs rotation. Note that this means rotations are not commutative, so lhs * rhs does not give the same rotation as rhs * lhs The multiplication of quaternions is not commutative; that is, the order in which they are multiplied is important You grab your object and reference rotations (quaternions). You however need an inverse of the reference, to get the local rotation. Then multiply together, which is kind of adding of rotations together (just like 35 + (-40) = -5), where reference rotation is negative. That means by cancelling out

The Quaternion Multiplication block calculates the product for two given quaternions. Aerospace Blockset™ uses quaternions that are defined using the scalar-first convention. For more information on the quaternion forms, see Algorithms Multiplication of quaternions is like complex numbers, but with the addition of the cross product. a,B c,D ac B.D,aD Bc BxD Note that the last term, the cross product, would change its sign if the order of multiplication were reversed (unlike all the other terms). That is why quaternions in general do not commute. If a is the operator d/dt, and B is the del operator, or d/dx I d/dy J d/dz K. where S is a scalar number and V is a vector representing an axis.. Let's implement a Quaternion class. Download the math engine and create a new C++ class file. Call it R4DQuaternion.Since we are creating a C++ class in an iOS environment, change the .hpp and .cpp file to .h and .mm, respectively To compose a sequence of frame rotations, multiply the quaternions in the order of the desired sequence of rotations. For example, to apply a p quaternion followed by a q quaternion, multiply in the order pq quaternion composition takes merely sixteen multiplications and twelve additions. The development of quaternions is attributed to W. R. Hamilton [5] in 1843. Legend has it that Hamilton was walking with his wife Helen at the Royal Irish Academy when he was suddenly struck by the idea of adding a fourth dimension in order to multiply triples.

For example, to apply a p quaternion followed by a q quaternion, multiply in the order pq. The rotation operator becomes (p q) ∗ v (p q), where v represents the object to rotate specified in quaternion form. * represents conjugation it seems like godot uses XYZ order for rot. matrix multiplication but the correct order is ZYX (like in blender, and glm's quaternions) im not an expert in 3d math but i read articles in internet that the correct order for euler angles is ZYX (like in quaternions) but many apps use XYZ (incorrect For this reason, we multiply the unit quaternion q at the front of p and multiplying q-1 at the back of p, in order to cancel out the length changes. This special double multiplication is called conjugation by q Quaternion multiplication order question Math and Physics Programming.

The quaternion group has the following presentation: The identity is denoted , the common element is denoted , Multiplication table. In the table below, the row element is multiplied on the left and the column element on the right. Element ; Position in classifications. Type of classification Name in that classification GAP ID (8,4), i.e., the 4th among the groups of order 8 Hall-Senior. Derivation of the quaternion multiplication in this video c... We learn how to combine two rotation quaternions to make one quaternion that does both rotations

To apply the rotation of one quaternion to a pose, simply multiply the previous quaternion of the pose by the quaternion representing the desired rotation. The order of this multiplication matters. (C++) 1 # include <tf2_geometry_msgs / tf2_geometry_msgs.h> 2 3 tf2:: Quaternion q_orig, q_rot, q_new; 4 5 // Get the original orientation of 'commanded_pose' 6 tf2:: convert (commanded_pose. pose. Multiplication in the reverse order (note the different result) q*p ans = quaternion -28 + 48i - 14j - 44k Right division of p by q is equivalent to . p./q ans = quaternion 0.6 + 2.2667i + 0.53333j - 0.13333k Left division of q by p is equivalent to . p.\q ans = quaternion 0.10345 + 0.2069i + 0j - 0.34483k The conjugate of a quaternion is formed by negating each of the non-real parts, similar. Question about quaternion multiplication order. Question. Close. 1. Posted by 1 year ago. Archived. Question about quaternion multiplication order. Question. I'm working on mastering quaternions for my latest project and I noticed a difference between the docs and how it works in my code so I'm wondering if I'm doing something wrong. From what I can tell, to apply a rotation to an orientation.

One of the most important operations with a quaternion is multiplication. If you are using C++ and coding your own quaternion class, I would highly suggest overloading the * operator to perform multiplications between quaternions. Here is how the multiplication itself is performed: (sorry about the HTML subscripts, I know they suck The Quaternion Multiplication block calculates the product for two given quaternions. Aerospace Blockset™ uses quaternions that are defined using the scalar-first convention. For more information on the quaternion forms, see Algorithms. Ports. Input. expand all. q — First quaternion quaternion | vector of quaternions. First quaternion, specified as a vector or vector of quaternions. A. This MATLAB function implements quaternion multiplication if either A or B is a quaternion quaternion composition takes merely sixteen multiplications and twelve additions. The development of quaternions is attributed to W. R. Hamilton [5] in 1843. Legend has it that Hamilton was walking with his wife Helen at the Royal Irish Academy when he was suddenly struck by the idea of adding a fourth dimension in order to multiply triples. Excited by this breakthrough

order of multiplication must be observed. The derivative of the function qt where qis a constant unit quaternion is d dt qt = qt log(q) (13) where log is the function de ned earlier by log(cos + ^usin ) = ^u . To prove this, observe that qt = cos(t ) + ^usin(t ) in which case d dt qt = sin(t ) + ^ucos(t ) = ^uu^sin(t ) + ^ucos(t ) where we have used 1 = ^uu^. Factoring this, we have d dt qt. The order of multiplication is important. Your program must output the result of the product of a number of bracketed simplified quaternions. Pay attention to the formatting The coefficient is appended to the left of the constant Multiplying a Quaternion by a Scalar. We can also multiply a quaternion by a scalar which should obey the rule: \[\begin{array}{rcl}q & = & [s,\mathbf{v}] \\ \lambda{q} & = & \lambda[s,\mathbf{v}] \\ & = & [\lambda{s},\lambda\mathbf{v}]\end{array}\ I know that with quaternions, like matrices the multiplication order matters. But in my game when I add the angular velocity axis (vector) to the orientation (quaternion) the order doesn't seem to make a visible difference to the spinning of my objects. eg Quaternions extend the planar rotations of complex numbers to 3D rotations in space So, in summary, multiplying unit quaternions in a particular order results in a unit quaternion that does the rotation that is performed by the two original rotations in that order

- The order of \(q=-{q_b}{q_a}\) on the right hand side is important. It means flip along \(\vec{a}\) first and then \(\vec{b}\). Actually all unit quaternion multiplication needs to be read from right to left when we are thinking about the order of applying those rotations
- Multiplication of quaternions is done algebraically, except you have to remember that it is not commutative. for example, but . Order matters! Rotating 30 degrees about the x axis then 20 degrees about the y axis is not going to give the same result as rotating 20 degrees about the y axis and then 30 degrees about the x axis. In addition to specifying the axis of rotation (a vector, so the.
- You can use quaternion multiplication to compose rotation operators: To compose a sequence of frame rotations, multiply the quaternions in the order of the desired sequence of rotations. For example, to apply a p quaternion followed by a q quaternion, multiply in the order p
- The unit sphere S3 is closed under quaternion multiplication and inverse, and it contains the identity element 1: this makes it a multiplicative subgroup of H. As we shall see, this space is particularly interesting for representing rotations
- Multiplication of two dual quaternion follows from the multiplication rules for the quaternion units i, j, k and commutative multiplication by the dual unit ε
- Processing..., ×××. . Processing..
- In quaternion multiplication, the order matters, but here it doesn't seem to change anything if for example in the last line I put : Code (CSharp): Furthermore, in quaternion multiplication the product q * q^-1 = q0 where q0 is the identity quaternion. Quaternions technically don't define division, but division is the inverse of multiplication. So when you say x / y, you're basically.

W component of the Quaternion. Do not directly modify quaternions. x: X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. y: Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. z: Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out But the difference lies only in the multiplication order, as you showed, rather than in different quaternions ('localRot' and 'worldRot'). 'localTransformed' and 'worldTransformed' would be better as: 'rotatedAroundLocalAxis' and 'rotatedAroundWorldAxis'. That itself would explain the equations and make the last paragraph obsolete, which has some flaws. \$\endgroup\$ - Maik Semder Aug 20 '11.

So, A is the unique definite quaternion algebra of discriminant 11 over the rational numbers. I'm led to believe that there are two conjugacy classes of maximal orders in A, but I had a hard time finding them explicitly. A has elements of multiplicative order 4 (e.g. i) and 6, (e.g. 1 / 2 + i / 4 + j / 4) terms (and as it turns out, the order matters). Also want multiplication that avoids zero divisors, i.e. we don't want non-zero numbers that multiply together to produce zero (every non-zero number needs an inverse -- this is known as a division algebra). Nothing he came up with three terms would work. (Cross product doesn't work -- cross product of parallel vectors is zero.) Quaternions.

Quaternion basics. Quaternion provides us with a way for rotating a point around a specified axis by a specified angle. If you are just starting out in the topic of 3d rotations, you will often hear people saying use quaternion because it will have any gimbal lock problems. This is true, but the same applies to rotation matrices well. ** Quaternion result = Quaternion old * Quaternion new, where operator* denotes the multiplication, and Quaternion is the type**. I would like to seek clarification on this. Thanks again. Cancel Save. alvaro 21,554 September 10, 2016 06:04 AM. You can use a 3x3 matrix as a rotation either by computing (row * matrix) or (matrix * column), and the

The vector part are the first three components, when displayed in the order above. The scalar part is the last part. Quaternion Math. Quaternions are equivalent to orientation matrices. You can compose two orientation quaternions using a special operation called quaternion multiplication. Given the quaternions a and b, the product of them is: Equation 8.2. Quaternion Multiplication. If the two. Quaternion Orders, Quadratic Forms, and Shimura Curves. CRM Monograph Series. Volume: 22; 2004; 196 pp; Softcover. MSC: Primary 11; Secondary 30; 51. Print ISBN: 978--8218-9019-6. Product Code: CRMM/22.S. List Price: $ 74.00 Quaternions are a double cover over the rotation group (a.k.a. SO(3)), which means that each rotation can be associated with two distinct quaternions.More concretely, the antipodal points \(q\) and \(-q\) represent the same rotation.. More information can be found on Wikipedia

Everything you could do with the real and complex numbers, you could do with the quaternions, except for one jarring difference. Whereas 2 × 3 and 3 × 2 both equal 6, order matters for quaternion multiplication. Mathematicians had never encountered this behavior in numbers before, even though it reflects how everyday objects rotate Due to the non-commutability of quaternion multiplication, QHOSVD is not a trivial extension of the HOSVD. They have similar but different calculation procedures. The defined QHOSVD can be widely used in various visual data processing with color pixels. In this paper, we present two applications of the defined QHOSVD in color image processing: multi_focus color image fusion and color image denoising. The experimental results on the two applications respectively demonstrate the competitive. Keywords: quaternion multiplication; attitude; rotation; convention 1. Introduction The quaternion [1] is one of the most important representations of the attitude in spacecraft attitude estimation and control. With these words Malcolm D. Shuster opened his introduction of [2], 'The nature of the quaternion' (in 2008). It details on a conventional shift from Hamilton's original.

EDIT 6/21/2020: Thanks to Theraot, this is possible simply by doing this in your favorite engine with quaternions: quaternion qPrime = quaternion.AxisAngle(normal, θ) * q; As Theraot states in his answer, order of multiplication does matter, and some engines may do the opposite operation compared to other engines.For Unity's Mathematics package, the above pseudo-code holds true Transformations are concatenated in the same order for the Microsoft.WindowsMobile.DirectX.Quaternion.Multiply and Microsoft.WindowsMobile.DirectX.Matrix.Multiply methods. In the following C# code example, assuming that mX and mY represent the same rotations as qX and qY , both m and q represent the same rotations Go experience the explorable videos: https://eater.net/quaternionsBen Eater's channel: https://www.youtube.com/user/eaterbcBrought to you by you: http://3b1b.. This MATLAB function returns the element-by-element quaternion multiplication of quaternion arrays The most common order of application is heading, pitch then roll. Euler angles are essentially three axis angles. Heading is a rotation around the z axis, pitch is an angle around the y axis and roll is around the x axis. It's easy to convert these three axis angles into three quaternions, then multiply them together to create a single quaternion representation of the original euler angles.

** Hamilternion Games (based on Hamilton's quaternion multiplication) In praise of Hamilton and quaternions (RTE) A now gets to decide which order (CD or DC) the cards are played in, and then Bea has to play a 3 rd card which is dictated (in part) by the quaternion product CD or DC**. Aodh has tried to arrange it so that Bea is forced to play a card E which she (Bea) does not have. At the start. Unlike multiplication of real or complex numbers, multiplication of quaternions is not commutative.For example, ij = k, while ji = −k.The noncommutativity of multiplication has some unexpected consequences, among them that polynomial equations over the quaternions can have more distinct solutions than the degree of the polynomial. The equation z 2 + 1 = 0, for instance, has infinitely many.

Create a Quaternion by combining two Quaternions multiply(lhs, rhs) is equivalent to performing the rhs rotation then lhs rotation Ordering is important for this operation. boolean normalize () Rescales the quaternion to the unit length. Quaternion: normalized () Get a Quaternion with a matching rotation but scaled to unit length. static Vector3: rotateVector (Quaternion q, Vector3 src. * Two binary operations are defined for quaternions: addition $+$ and quaternion multiplication $\otimes$*. Addition. Addition is defined as the component-wise sum just like for a 4D vector. The sum is commutative (order is not important) and associative (grouping is not important). $$ q_1 + q_2 = \begin{bmatrix} w_1 + w_2 & \ x_1 + x_2 & \ y_1 + y_2 & \ z_1 + z_2 \end{bmatrix} = q_2 + q_1. eulerAngles(order='xyz')→ tuple: Returns euler angles in degrees as a tuple (i.e. pitch as x, yaw as y, roll as z) from current quaternion and a rotation order. The 'order' argument can be set to any valid rotation order which by default is set to 'xyz'. r = q. eulerAngles (order = 'xyz') fromEuler (order='xyz')→ tuple: Returns and set the current quaternion from euler angles in degrees as.

- successive rotation can be accomplished using quaternion multiplication in the same order as the direction cosine matrix multiplication [14]. In this paper, we use data collected from land-based field experiment to verify whether or not these two approaches will yield differences in the estimation of attitude and inertial sensor errors (i.e., gyro bias errors). In the remainder of the paper.
- class Renderer { public: float rot1; float rot2; float rot3; public: Renderer() : rot1(0.0), rot2(0.0), rot3(0.0) {} public: void display() { glClearColor(0.0f, 0.0f.
- e Order Of Matrix Matrix Multiplication Example . Multiplication (and R data types). This is a basic post about multiplication operations in R. We're considering If we look at the output (c and x), we can see that c is a 3×2 matrix and x is a 1×3 matrix.
- This all shows that the quaternions form an abelian group wrt addition. Multiplication is a longer calculation. Essentially, when multiplying a pair of quaternions a = a 0 + ia 1 + ja 2 + ka 3 and b = b0 + b1 i + b2 j + b3 k , we take all ordered products uv with u running over the terms of a and v 1
- The quaternions , , , and form a non-Abelian Group of order eight (with multiplication as the group operation) known as . The quaternions can be written in the form (19) The conjugate quaternion is given by (20) The sum of two quaternions is then (21) and the product of two quaternions is (22) so the norm is (23) In this notation, the quaternions are closely related to Four-Vectors.
- To see that this is so, note that from the formula for multiplication, the real part of the product of two quaternions is invariant to the order of multiplication, that is: Re[QR] = Re[RQ]. So we can invert the order of the first and (second*third) quaternions in the mapping without changing the real part: Re[z(Q(V)z-1)] = Re[(Q(V)z-1)z] = Re[Q(V)(z-1 z)] = 0 since quaternion multiplication is.

Introducing The Quaternions The Complex Numbers I The complex numbers C form a plane. I Their operations are very related to two-dimensional geometry. I In particular, multiplication by a unit complex number: jzj2 = 1 which can all be written: z = ei gives a rotation: Rz(w) = zw by angle ** The order of quaternion multiplication is discussed in terms of its historical development and its consequences for the quaternion imaginaries**. The different formulations for the quaternions are also contrasted. It is shown that the three Hamilton imaginaries cannot be interpreted as the basis of the vector space of physical vectors but only as constant numerical column vectors, the.

The rotation also uses **quaternion** **multiplication**, which has its own definition. The exact equations for converting from **quaternions** to Euler Angles depends on the **order** of rotations. CH Robotics sensors move from the inertial frame to the body frame using first yaw, then pitch, and finally roll. This results in the following conversion equations: and. See the chapter on Understanding Euler. * Quaternion multiplication order reversed? Hi all - it seems that if I have two quaternions, q1 and q2, then the result of q1 * q2 seems to be the inverse order - ie, it results in what I would expect from q2 * q1 To see this, you can try this in python: import maya*.OpenMaya as om qI = om.MQuaternion(1,0,0,0) qJ = om.MQuaternion(0,1,0,0) print (qI * qJ) Since qI == i, and qJ == j, then qI * qJ.

* Row matrix means reversed order of multiplication, is that correct? $\endgroup$ - Stefan Agartsson Oct 10 '15 at 19:55*. Add a comment | 3 $\begingroup$ From math: There is a 2:1 homomorphism from the unit quaternions to SO(3) (the rotation group). What this (essentially) means is that: Every orientation can be represented as a quaternion; Quaternions represent a single rotation. Notation for the quaternion group differs somewhat from notation for most groups. The multiplication table that we use throughout to identify elements is given below. In the table below, the row element is multiplied on the left and the column element on the right. Element ; Summary. Item Value order of the whole group (total number of elements) 8 conjugacy class sizes: 1,1,2,2,2 maximum: 2. Here are the rules for multiplication, since quaternions have been blacklisted from schools by the high priests of math textbooks: Note: the capitalized words are 3-vectors. Construct a complete set of first order changes of a spacetime potential using quaternion multiplication: The electric field E and magnetic field B just show up. Luck? I'll take a pair of aces as my down cards. This is the. Using Shuster's quaternion multiplication, quaternions multiply in the same order as. transformation matrices when the successive rotations are referenced to the rotating space. In his 1993.

- Multiplication table of quaternion group as a subgroup of SL(2,C). The entries are represented by sectors corresponding to their arguments: 1 (green), i (blue), -1 (red), -i (yellow). The two-dimensional irreducible complex representation described above gives the quaternion group Q 8 as a subgroup of the general linear group . The quaternion group is a multiplicative subgroup of the.
- Quaternion multiplication is de ned by and (nonzero elements of F, a = bnot excluded) such that the new multiplication rules are i2 From R to C we lose ordering, from C to H commutativity and from H to O associativity. If we apply the CayleyDickson doubling process to the octonions we obtain a structure called the sedenions, which is a 16-dimensional nonassociative algebra, However the.
- The noncommutativity of quaternion multiplication makes it quite difﬁcult to cope with quaternion matrices. As pointed in [35], one of the effective approaches to process quaternion matrices is to convert them into pairs of complex matrices. Deﬁnition 2: Let Q˙ = Q0 + Q1i + Q2 j + Q3k ∈ Hm×n, Q 0,Q1,Q2,Q3 ∈ Rm×n. The Cayley-Dickson construction [36] represents Q˙ using an ordered.
- Because the off diagonal elements are symmetric, the group is abelian, meaning the order of multiplication does not matter. The labels one uses for the product table (the e and i^2^) don't matter unless one wants to tell a longer, logically consistent story. Since I have to pass through complex numbers on the way to quaternions, the i^2^ will be helpful. The folks at groupprops.subwiki.org use.
- Because the final rotation matrix depends on the order of multiplication, it is sometimes the case that the rotation in one axis will be mapped onto another rotation axis. Even worse, it may become impossible to rotate an object in a desired axis. This is called Gimbal lock. For example, assume that an object is being rotated in the order Z,Y,X and that the rotation in the Y-axis is 90 degrees.

pyrr.quaternion.cross (*args, **kwargs) ¶ Returns the cross-product of the two quaternions. Quaternions are not communicative. Therefore, order is important. This is NOT the same as a vector cross-product. Quaternion cross-product is the equivalent of matrix multiplication. pyrr.quaternion.dot (quat1, quat2) ¶ Calculate the dot product of. In group theory, the quaternion group is a non-abelian group of order eight, isomorphic to a certain eight-element subset of the quaternions under multiplication. It is often denoted by Q or Q 8, and is given by the group presentatio Post-Multiply Quaternion/Matrix [Original *= Increment] Note in the above that Euler X+/- is the same as Quaternion Pre-Multiply X+/-, and that Euler Z+/- is the same as Quaternion Post-Multiply Z+/-, but Euler Pitch Angle Y+/- is slightly different than Pre/Post-Multiply. Note also that additional math formulas are used to retain the Euler angle in a human readable format when the pitch angle. * One way to deal with such surprises is to write out the 3-by-3 matrices in full and multiply them, being careful to get the factors in the right order*. The subject of this handout is a neat alternative, involving quaternions. The quaternion technique lets us represent a rotation with four numbers subject to one constraint, instead of — as is the case with matrices — nine numbers subject to. Now, we can multiply a quaternion by a scalar on both sides, while quaternion can multiply another quaternion in a strictly defined order. Equality. We will skip the division as it follows in the same pattern. Instead look at one more curiosity: equality. What does it mean that two quaternions are actually equal? Is it when all components are pair-wise equal or perhaps when two objects.

** Quaternion implementation supporting Gimbal-Lock free rotations**. All matrix operation provided are in column-major order, as specified in the OpenGL fixed function pipeline, i.e. compatibility profile. See FloatUtil. See Matrix-FAQ. See euclideanspace.com-Quaternion fractional-order quaternion-valued memristive neural networks (FOQVMNNs). The state feedback stabilizing control law is designed in order to stabilize the considered problem. Based on the non-commutativity of quaternion multiplication, the original fractional-order quaternion-valued systems is divided into four fractional-order real-valued systems. By using the method of Lyapunov fractional.

** Actually to rotate a vector / point by a quaternion q you have to do p' = q * p * q^-1 where q^-1 is the complex conjugate of q**. It has to be done is this order. Unity does this sandwich multiplication internally for you when you do q * p. I recommend to watch this 3blue1brown video on quaternions En mathématiques, un quaternion est un nombre dans un sens généralisé. Les quaternions englobent les nombres réels et complexes dans un système de nombres où la multiplication n'est plus une loi commutative.Les quaternions furent introduits par le mathématicien irlandais William Rowan Hamilton en 1843 [1], [2].Ils trouvent aujourd'hui des applications en mathématiques, en physique, en.

On the basis of noncommutativity property of quaternion multiplication results, the quaternion network has been split as four real-valued networks. A synchronization theorem for fractional-order. Multiplies q1 and q2 using quaternion multiplication. The result corresponds to applying both of the rotations specified by q1 and q2. See also QQuaternion::operator*=(). QVector3D operator* (const QQuaternion &quaternion, const QVector3D &vec) Rotates a vector vec with a quaternion quaternion to produce a new vector in 3D space You can multiple a quaternion and vector to rotate the vector by the provided quaternion's rotation or multiple two quaternions together in order to add the two rotations they represent together. These features make it easier to orient vectors in 3D space and can improve how you handle rotations (one common pattern I've seen that this can replace is the use Quaternion.Euler with a series.