Convert Quaternion rotation to rotation matrix?
The following code is based on a quaternion (qw, qx, qy, qz), where the order is based on the Boost quaternions: boost::math::quaternion<float> quaternion; float qw = quaternion.R_component_1(); float qx = quaternion.R_component_2(); float qy = quaternion.R_component_3(); float qz = quaternion.R_component_4(); First you have to normalize the quaternion: const float n = 1.0f/sqrt(qx*qx+qy*qy+qz*qz+qw*qw); qx *= n; qy … Read more