Question

Make a new Python script file and call it Quaternion. py. Add the following code to the newly created file: from _ future_ import annotations import pygame import math import numpy as np class Quaternion: def_init_(self, vector=None, axis: pygame.Vector3 = None, angle: float $=$ None) : if vector is not None: self. $w$ = vector $[0]$ self. $x$ = vector [1] self. $y=$ vector [2] self. $z$ = vector [3] else: axis = axis.normalize() sin_angle = math.sin(math.radians (angle/2.0)) cos_angle = math.cos(math.radians(angle/2.0)) self.w = cos_angle self.x = axis.x * sin_angle self.y = axis.y * sin_angle self.z = axis.z * sin_angle

   Make a new Python script file and call it Quaternion. py. Add the following code to the newly created file:
from _ future_ import annotations
import pygame
import math
import numpy as np
class Quaternion:
def_init_(self, vector=None,
axis: pygame.Vector3 = None,
angle: float $=$ None) :
if vector is not None:
self. $w$ = vector $[0]$
self. $x$ = vector [1]
self. $y=$ vector [2]
self. $z$ = vector [3]
else:
axis = axis.normalize()
sin_angle =
math.sin(math.radians (angle/2.0))
cos_angle =
math.cos(math.radians(angle/2.0))
self.w = cos_angle
self.x = axis.x * sin_angle
self.y = axis.y * sin_angle
self.z = axis.z * sin_angle
Show more…
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Penny de Byl 1st Edition
Chapter 16, Problem 2 ↓

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py`. This can be done using a text editor or an integrated development environment (IDE) like PyCharm, VSCode, or any other editor of your choice.  Show more…

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Make a new Python script file and call it Quaternion. py. Add the following code to the newly created file: from _ future_ import annotations import pygame import math import numpy as np class Quaternion: def_init_(self, vector=None, axis: pygame.Vector3 = None, angle: float $=$ None) : if vector is not None: self. $w$ = vector $[0]$ self. $x$ = vector [1] self. $y=$ vector [2] self. $z$ = vector [3] else: axis = axis.normalize() sin_angle = math.sin(math.radians (angle/2.0)) cos_angle = math.cos(math.radians(angle/2.0)) self.w = cos_angle self.x = axis.x * sin_angle self.y = axis.y * sin_angle self.z = axis.z * sin_angle
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