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hamish_todd | 1 year ago
You're correct that you can construct a quaternion with the exponential map - but the most common way to make a quaternion is with a pair of vectors. Every game engine will have that function. GA will tell you how that function works - the vectors are planar reflections, you compose those to get a rotation by twice the angle, and you add (average with) the identity rotation to get a rotation by the precise angle.
> how to detach the two notions from each other
Can you say why would you want to do that? A plane always defines a planar reflection, a point always defines a point reflection, a line always defines a line reflection (assuming we're in euclidean space, which engineering is). To me this doesn't seem to be "happen to have" territory, this seems fundamental.
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