OOF2: The Manual
Name
Quaternion (Quaternion) — The Quaternion representation for 3D orientations. e0 is the cosine of the half-angle of the rotation, and e1 through e3 are the x, y, and z components of the rotation axis times the sine of the half-angle. The rotation brings the crystal axes into coincidence with the lab axes.
Synopsis
Quaternion
(e0
,e1
,e2
,e3
)
Details
-
Base class:
Orientation
-
Parameters:
e0
- Cosine of half the rotation angle. Type: A real number.
e1
- Rotation axis x-component times sine of half the rotation angle. Type: A real number.
e2
- Rotation axis y-component times sine of half the rotation angle. Type: A real number.
e3
- Rotation axis z-component times sine of half the rotation angle. Type: A real number.
Description
A Quaternion
object represents the
orientation of a three dimensional object, assumed to be a
crystal, in three dimensional space in terms of four parameters
which obey an interesting algebra. This representation of
orientations is not common, but has its roots in the rigid-body
mechanics community.
The parameters correspond to a physical rotation in a similar way to the Axis convention. Given a rotation angle and a normalized rotation axis , the quaternion parameters follow directly: is the cosine of half the rotation angle, and , , and are, respectively, the x, y, and z components of multiplied by the sine of half the rotation angle.
As in the case of the Axis convention, the specified rotation brings the crystalline , , and axes into coincidence with the laboratory (or screen) axes , , and respectively. The components of are preserved by this rotation, and so may be specified in either the crystalline or laboratory coordinate system.