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For simple applications there's no need to learn about quaternions at all. There could be a library type called Rotation3D or something. You should never need t
by lqr 3y ago
For simple applications there's no need to learn about quaternions at all. There could be a library type called Rotation3D or something. You should never need to know which representation it uses. The important part is to know Euler angles are bad ;)
But once you get into something more sophisticated like using rotations in a dynamical system, statistical filtering, optimizing a rotation, etc., the abstractions begin to leak.