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If you can obtain the Up, Front and Right vector, you have a full orthonormal basis to reconstruct the quaternion, you don't need to worry about Euler angles, just forget the Euler angles and build the quaternion directly from the Orthonormal Basis (x axis = -Right, y axis = Up, z axis = Front). The simplest way to do this is to build a rotation matrix from ...


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The best paper out there for performance comparison is from geometrictools according to the paper you need 12 multiplication and 12 addition to convert a quaternion to a matrix, but this is hardly a deciding factor.. you need to look at the bigger picture Quaternions are great for interpolation because they are numerically more stable than matrices when ...



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