Mathematical constructions, number systems. In 3D-graphics quaternions are used alongside vectors and matrices. One of the benefits of quaternions is that they overcome some rotational problems (known as gimbal locks) that are inherent to vectors and matrices.

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How to set object's / node's absolute rotation correctly?

Usually when I want to rotate an object/node in my Ogre scene I call the node's rotate() method. That rotates the node locally relative to it's current rotation. So for example, when I start with 0 ...
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1answer
47 views

How to map absolute Joystick position to object rotation?

In my (Ogre) 3d scene I have an object that should be rotated locally based on Joystick input. I have a Joystick with min/max values of [-32767, 32767] on both X and Y axes. When the Joystick is in ...
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1answer
43 views

Rotating and Translating a Node in Horde3D with Matrices and Quaternions

I have been trying to learn how to use the Horde3D rendering engine for the past couple of days, and so far I have managed to learn a decent amount and integrate Bullet Physics with it as well. My ...
3
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1answer
89 views

What is the rationale behind this method of computing the w-component from MD5 mesh files?

In tutorials regarding the MD5Mesh format, like this one, we often see code like float t = 1.0f - (q.x * q.x) - (q.y * q.y) - (q.z * q.z); if (t < 0.0f) { q.w = 0.0f; } else { q.w = -sqrt ...
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1answer
57 views

Mouse Aiming Causing Rotation Jitter

When our game's ships move around, mouse aiming causes them to shake around a lot. The body being aimed is moved kinematically. I think we've narrowed it down to this block of mouse tracking code. ...
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0answers
59 views

creating arcball in cocos 3d [closed]

I am trying to make arc ball sample in cocos 3d , the code seems to be ok, but the rotation of ball is not as expected it seems that i've done something stupid, but i can't figure it out. please check ...
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0answers
45 views

Understanding quaternions and axis angle representations [closed]

I have a sensor that gives me a quaternion. I convert the quaternion to an axis-angle representation using http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/. When I ...
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1answer
143 views

Quaternion Look At with Up vector

I have implemented a "look at" method for my screen elements and it almost works how I want it to work. The ScreenElement class uses a R3 Vector and a Quaternion to determine the position and ...
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1answer
278 views

Why game engines usually don't offer a vector3.rotate method? [closed]

Game engines like Three.js, Ogre3d and Unity3d often don't provide a default rotate method on their vector class. You usually have to do something like: rotated = vector.applyQuaternion( new ...
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2answers
107 views

Accumulating rotations for camera

It seems there are three ways to store a camera's rotation: in angles, view matrix or quaternion. I was using euler angles since when I used a matrix it had a tendency to accumulate rounding errors ...
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1answer
80 views

Moving an object toward another object on sphere knowing their quaternions

I have a sphere centered in world origin. On the sphere surface I have two objects and I know their quaternions (rotation around sphere). Currently my movement works on Vector2 inputs (cannot change ...
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2answers
104 views

Calculating transform of arrow model pointing at some point in 3D space

I'm working on a 3D flight game and I'd like to implement a simple "navigation arrow" pointing at the next waypoint in world which the player has to fly to. I have position of both airplane (=camera) ...
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1answer
71 views

Quaternion handedness issue

At least I think it is. I have the following functions: kmQuaternionRotationAxis - Constructs a Quaternion from an axis and angle kmMat4RotationQuaternion - Constructs a 4x4 matrix from a quaternion ...
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4answers
152 views

How much to modify yaw? XNA 4.0 [duplicate]

Heres a picture that explains better than my words can For rotating an object I'm using quaternions. CreateFromAxisAngle(vector3.Right,yaw) Maybe this isn't how I should be doing it but I also ...
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1answer
504 views

Rotating Objects in OpenGL: glRotate or Quaternions?

I'm coding my first engine and I'm trying to have performance in mind since I'll probably use it for mobiles, and I have this question, should you use glRotate or Quaternions for rotating objects in ...
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1answer
173 views

How can I create a WebGL camera based on quaternions?

I am trying to create a WebGL camera based on quaternions. I looked at many tutorials, and none is as simple as it could be or it was not working. How can I create such a camera?
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2answers
272 views

Matrix interpolation for animation blending

I use the XNA Animation Component library to perform blending between animations. It uses spherical linear interpolation between matrices. In most cases this works without problems. However, I have ...
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2answers
243 views

Quaternion Camera

Can someone help me figure out how to use a Quaternion with the PerspectiveCamera in libGDX or in general? I am trying to rotate my camera around a sphere that is being drawn at (0,0,0). I am not sure ...
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1answer
145 views

Using Quaternion in libGDX

Can someone give me an explanation about how to use the Quaternion class in libGDX to move my camera around a sphere or just set it up, manipulate it, and apply it general? I am trying to acheive ...
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3answers
410 views

Routes on a sphere surface - Find geodesic?

I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something ...
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1answer
185 views

How to get a point to the left/right of a vector

I have a position vector of a point in space and a quaternion for it's rotation. What i'm trying to calculate is a point too the left and a point to the right. I have the position and ...
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2answers
553 views

Arbitrary Rotation about a Sphere

I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the ...
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2answers
367 views

Quaternion based rotation and pivot position

I can't figure out how to perform matrix rotation using Quaternion while taking into account pivot position in OpenGL.What I am currently getting is rotation of the object around some point in the ...
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1answer
336 views

Convert rotation from Right handed System to left handed

I have Euler angles from a right handed system that I am trying to convert to a left handed system. All the information that I have read online says that to convert it simply multiply the axis and ...
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2answers
231 views

Rotating a child shape relative to its parent's orientation

When rotating a shape using a quaternion value I also wish rotate its child shape. The parent and child shapes both start with different orientations but their relative orientations should always be ...
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1answer
234 views

(Quaternion based) Trouble moving foward based on model rotation

Using quaternions, I'm having trouble moving my model in its facing direction. Currently the model moves can move in all cardinal directions with no problems. The problem comes when I rotate the move ...
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2answers
382 views

Rotate model using quaternion

Currently I have this to rotate my 3D model that rotates on it's local axis independent from the world's axis: // Rotate model with Right Thumbstick modelRotation -= pController.ThumbSticks.Right.X * ...
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1answer
197 views

D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix

In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 ...
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2answers
295 views

How to derive euler angles from matrix or quaternion?

Currently working on steering behavior for my AI and just hit a little mathematical bump. I'm in the process of writing an align function, which basically tries to match the agent's orientation with ...
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2answers
205 views

Rotating voxels in 3d space amongst the x axis

I have a very simple voxel engine and so far it works based on coordinates, e.g. x, y, z. I was wondering if there is a formula for rotating groups of voxels/coordinates from the x axis(e.g. [0, 1, ...
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2answers
998 views

Rotation matrix derived from quaternion is opposite of expected direction

When I calculate a rotation matrix from a quaternion, it seems to be in the opposite direction. For instance: For a rotation of +45 degrees about the Y-axis, I would expect to get the following ...
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3answers
217 views

Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat

I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it: Quaternion a = Quaternion.Invert(getRotation(m)); ...
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2answers
386 views

Quaternions - how to limit axis?

Is there any possibility to limit quaternions to move only in x & y axis (like in Eulers- yaw and pitch, without rolling)? I's there any equation or something similar to do this? Some example: ...
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1answer
299 views

Finding a suitable axis-angle to avoid gimbal lock

In OpenGL the camera faces the -z axis with the +y axis pointing up. I am using quaternions to represent the orientation of my objects (which works well) and am trying to do the same for the camera. I ...
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1answer
258 views

Rotation matrices from Quaternion.Identity and -Quaternion.Identity are the same?

If I create a rotation matrix from an identity quaternion then it is the same as a creating it from a negative identity quaternion Matrix m0 = ...
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3answers
787 views

How to keep my Quaternion-using FPS camera from tilting and messing up?

I am using an FPS-like camera, and it uses quaternions. But, whenever I try looking up and then sideways, it tilts, and sometimes it can turn upside down. How can I fix this?
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1answer
636 views

Quaternion Camera Orbiting around a Sphere

Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows. The Problem: I cannot get both the ...
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0answers
164 views

Smooth Camera Offsets

I am attempting to implement a sort of, smooth camera that has angle offsets from the player as they turn, creating a cinematic effect as well as visual feedback for when the player turns. Here is an ...
0
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1answer
215 views

Quaternion to axis-angle, or ripping apart a full transform matrix

My game entities currently hold a quaternion for their orientation with the ability to return either a 3X3 full rotation matrix (based on that quaternion), or a full 4X4 transform matrix. though what ...
2
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2answers
1k views

Quaternion rotation

I have a problem understanding quaternions rotation in OpenGL. So far I have implemented all function and operators related to quaternions.They are definitely working right!. However I can't find ...
4
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5answers
1k views

Rotating vector3 by a quaternion

I am attempting to rotate a vector3 by a given quaternion. I know that this is true v' = q * v * (q^-1) I know that q^(-1) is the inverse which just -q/magnitude(q), but how do I map the ...
3
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0answers
287 views

Setting Orientation of Character in Bullet/Ogre [closed]

I've been suffering from an issue regarding the implementation of orienting characters in a game I'm implementing using Ogre3D and Bullet physics. What I have: A Direction Vector that the character ...
2
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1answer
496 views

Rotating a vector by a quaternion

I am trying to rotate a direction vector (0,0,1,0) by a rotation quaternion in DirectX. From what understanding, to rotate the vector you must do NewVector = rotQuaternion * Vector * ...
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2answers
844 views

Calculating a quaternion so a bone points in a specified direction

In an attempt to solve this question, I decided to figure out the absolute (world space) directions of each joint in the source pose (as normalized unit vectors), and then rotate the joints of the ...
2
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1answer
693 views

Flip rotation matrix

I'm doing character control with kinect. I need to mirror the joint orientation because the character faces the player. Somehow by Googling through internet I've done it and everything works very ...
4
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1answer
421 views

Arcball Problems with UDK

I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance ...
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2answers
915 views

Why do people use quaternions?

I have been using them as a black box for a while, I'm just learning about of the maths but I'd just like some definitive answers to this question. So far the only benefit I've come across personally ...
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1answer
327 views

Rotate an existing quaternion around an axis?

I have an existing quaternion (Java Quat4f). I would like to rotate this quaternion around an axis (i.e. 90 degrees around the x axis, 25 degrees around the y axis, 10 degrees around the z axis, 180 ...
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2answers
711 views

from normal to rotation matrix

(i'm on OPENGL) i have a mesh O (object) and a mesh T (terrain). i know a single triangle in T and i want to orient O to be aligned to that triangle (torate O to align to T in that point). i have ...
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1answer
1k views

how to create a Quaternion from an Orientation Vector in xna

i have a Vector3 represents an Orientation in 3D , how to convert it to the corresponding Quaternion ? is there any quick way ? EDIT : i want to add an angular velocity vector to the Orientation ...

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