Concatenate Quaternions and apply on 3D entities
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Aspose.3D for Python via .NET allows developers to combine two rotation transformation into one represented in a quaternion.
Concatenate Quaternions
Quaternions are used to represent an orientation in 3D space. The concat method exposed by the Quaternion class can be used to combine two quaternions. In this code example, we combine two quaternions and get a third resulting quaternion, and then apply these three quaternions to three cylinders.
Programming Sample
This code example combine two quaternions and apply them to different cylinders.
from aspose.threed import FileFormat, Scene
from aspose.threed.entities import Cylinder
from aspose.threed.utilities import Quaternion, Vector3
import math
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
scene = Scene()
q1 = Quaternion.from_euler_angle(math.pi * 0.5, 0, 0)
q2 = Quaternion.from_angle_axis(-math.pi * 0.5, Vector3.X_AXIS)
# Concatenate q1 and q2. q1 and q2 rotate alone x-axis with same angle but different direction,
# So the concatenated result will be identity quaternion.
q3 = q1.concat(q2)
# Create 3 cylinders to represent each quaternion
cylinder = scene.root_node.create_child_node("cylinder-q1", Cylinder(0.1, 1, 2))
cylinder.transform.rotation = q1
cylinder.transform.translation = Vector3(-5, 2, 0)
cylinder = scene.root_node.create_child_node("cylinder-q2", Cylinder(0.1, 1, 2))
cylinder.transform.rotation = q2
cylinder.transform.translation = Vector3(0, 2, 0)
cylinder = scene.root_node.create_child_node("cylinder-q3", Cylinder(0.1, 1, 2))
cylinder.transform.rotation = q3
cylinder.transform.translation = Vector3(5, 2, 0)
output = "out" + "test_out.fbx"
# Save to file
scene.save(output, FileFormat.FBX7400ASCII)Result in 3ds MAX
