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February 8th, 2017, 07:01 PM   #1
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Question I want to understand the math behind OpenGL quaternion, rotation axis and rotation an

Hi!

I want to understand the math behind OpenGL quaternion, rotation axis and rotation angle. This is ALOT of functions in programs that does this for you without understanding exactly the math. And thats no fun!

So to my example problem:

Vector

Apoint - x1=109973,18 y1=1156562 z1=50,449
Bpoint - x2=109924,1 y2=1156621,9 z2=48,569

V= 49,082 −59,955 1,88

Magnitude vector V

||V||= 77,505994

Normalized vector V

U= 0,6332671 −0,773553 0,0242562

How do i Calculate the rotation angle and rotation axle between this two points. And then use it to calculate the Quanternion?

Thanks again for your wonderful brain!
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February 8th, 2017, 10:16 PM   #2
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