axis created by oouna
Viewing sample resized to 70% of original (view original) Loading...
Parent: post #1012979 (learn more) show »
Blacklisted
  • Comments
  • Nobody would care about his grade in this situation...
    in fact, i think some (*caugh*) would even make it worse to get that a chance on extra credit :)

  • Reply
  • |
  • 21
  • its obvious he's a math teacher, he wants you to find the length of his shaft and the circumference of his knot.

  • Reply
  • |
  • 32
  • Shana123 said:
    its obvious he's a math teacher, he wants you to find the length of his shaft and the circumference of his knot.

    roll for anal circumference

  • Reply
  • |
  • 11
  • Fenrick said:
    Those equations don't follow. a • b and a x b should be the exact same thing.

    The math checks out just fine lol.

    Assuming 3D vectors, a and b, the square of the minimal quaternion rotation, q2 (q squared), which transforms vector a into vector b through left multiplication, q*a = b, is given as follows:

    q2's w, x, y, and z are the real, and three complex coefficients of the quaternion

    q2w = ax*bx + ay*by + az*bz
    q2x = ay*bz - az*by
    q2y = az*bx - ax*bz
    q2z = ax*by - ay*bx

    the w component is clearly (a dot b)
    the xyz components are (a cross b)

    In order to get the rotation, q, from the square rotation, q2, we can add 1 and unitize.
    This simplifies into q = sqrt(q2) = (q2 + 1)/sqrt(2*(q2w + 1))

  • Reply
  • |
  • 37
  • AxisAngles said:
    The math checks out just fine lol.

    Assuming 3D vectors, a and b, the square of the minimal quaternion rotation, q2 (q squared), which transforms vector a into vector b through left multiplication, q*a = b, is given as follows:

    q2's w, x, y, and z are the real, and three complex coefficients of the quaternion

    q2w = ax*bx + ay*by + az*bz
    q2x = ay*bz - az*by
    q2y = az*bx - ax*bz
    q2z = ax*by - ay*bx

    the w component is clearly (a dot b)
    the xyz components are (a cross b)

    In order to get the rotation, q, from the square rotation, q2, we can add 1 and unitize.
    This simplifies into q = sqrt(q2) = (q2 + 1)/sqrt(2*(q2w + 1))

    Amazing. Just... wow. Seriously.

  • Reply
  • |
  • 2
  • AxisAngles said:
    The math checks out just fine lol.

    Assuming 3D vectors, a and b, the square of the minimal quaternion rotation, q2 (q squared), which transforms vector a into vector b through left multiplication, q*a = b, is given as follows:

    q2's w, x, y, and z are the real, and three complex coefficients of the quaternion

    q2w = ax*bx + ay*by + az*bz
    q2x = ay*bz - az*by
    q2y = az*bx - ax*bz
    q2z = ax*by - ay*bx

    the w component is clearly (a dot b)
    the xyz components are (a cross b)

    In order to get the rotation, q, from the square rotation, q2, we can add 1 and unitize.
    This simplifies into q = sqrt(q2) = (q2 + 1)/sqrt(2*(q2w + 1))

    I would rather know the displacement volume if you know what I mean.

  • Reply
  • |
  • 11
  • Telhem said:
    I would rather know the displacement volume if you know what I mean.

    Don't tempt him. He can probably give you an accurate answer just from this image alone.

  • Reply
  • |
  • 2
  • axisangles said:
    The math checks out just fine lol.

    Assuming 3D vectors, a and b, the square of the minimal quaternion rotation, q2 (q squared), which transforms vector a into vector b through left multiplication, q*a = b, is given as follows:

    q2's w, x, y, and z are the real, and three complex coefficients of the quaternion

    q2w = ax*bx + ay*by + az*bz
    q2x = ay*bz - az*by
    q2y = az*bx - ax*bz
    q2z = ax*by - ay*bx

    the w component is clearly (a dot b)
    the xyz components are (a cross b)

    In order to get the rotation, q, from the square rotation, q2, we can add 1 and unitize.
    This simplifies into q = sqrt(q2) = (q2 + 1)/sqrt(2*(q2w + 1))

    Neeeeeerd...........👍

  • Reply
  • |
  • 0