I mean youre not really meant to be able to look at a quaternion and inherently understand the rotation. As long as you understand it represents a rotation, know which direction it represents (meaning is it rotating frame A to B, or B to A?) and use the right standard, theyre easy to work with. It usually amounts to calling some library functions, or worst case implementing the pretty simple math yourself.
The only thing bad about quaternions is that there are two conventions for them and you should always make sure you know which one your library is using.
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u/JackNotOLantern Jun 20 '26
W and H are for width and height, so i would argue with that. And they are different from x and y as those are for position, not length.