Quaternion-based RigidBody math?

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xakepp35
Posts: 7
Joined: Tue Aug 21, 2012 6:07 pm

Quaternion-based RigidBody math?

Post by xakepp35 »

Is it possible to write btRigidBody alternative - a quaternion-based 'btQuaterRigidBody'?
So, that it will operate with quaternions natively, when it's all about object rotation-related stuff.
It may store object rotation, angular velocity and angular acceleration in quaternions.
I've heard that quaternion-based math may be cheaper with rotation dynamics matrix math.
Is it so? What are pros and cons of quaternion-based approach in dynamics calculation?
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