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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1answer
126 views
Correct rotation with Quaternion
I have some problems with a rotating marble.
I've tried it with Matrix.CreateFromYawPitchRoll and Matrix.CreateRotation but there were some problems, I think it's due to the Gimbal lock effect.
So, ...
3
votes
2answers
118 views
Using quaternions, how do I determine if an object is upside down from an original rotation?
Imagine this scenario: An object is laying flat on a horizontal surface, from this an original rotation is determined. Then the object is moved, and at some point flipped upside down and put back down ...
4
votes
2answers
93 views
Method for interpolation between 3+ quaternions?
I'm currently using spherical linear interpolation (slerp) to interpolate between two quaterions with a weighted value. But, I'm having a difficult time coming up with a method to interpolate between ...
3
votes
1answer
132 views
Rotations and angular velocity
I'm new to 3D-game programming and I'm having some trouble making objects rotate the way I want them to. I just read Glenn Fiedler's tutorials on game physics, awesome stuff by the way! ...
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1answer
78 views
2D vector to Quaternion
I have a 2D vector (with only X and Y), and my engine only supports orientation through Quaternions.
How do I translate a 2D vector to a quaternion?
The X and Y represent the direction (so X = 0 ...
5
votes
1answer
109 views
Walking on a sphere
I'm working on a game which involves walking your character on the surface of a sphere. Using the answer to Arbitrary Rotation about a Sphere, I've written my code as:
if (game.isKeyDown(37)) { // ...
1
vote
1answer
138 views
Quaternions, Axis Angles and Rotation Matrices. Which of these should I use for FP Camera?
After 2 weeks of reading many math formulas and such I know what is a Quaternion, an Axis Angles and Matrices. I have made my own math libary (Java) to use on my game (LWJGL). But I'm really confused ...
2
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0answers
80 views
Quaternion to direction vector - flipping
I've kinda solved this myself by adapting the Camera::setDirection code from OGRE to work for my need:
Now I have the following code:
Vector3 boneDir = getBoneWorldOrientation(mEntity, mHips) * ...
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0answers
65 views
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 ...
3
votes
1answer
83 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 ...
2
votes
1answer
163 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
votes
1answer
105 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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votes
1answer
126 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.
...
3
votes
1answer
358 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 ...
4
votes
1answer
363 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 ...
1
vote
2answers
134 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 ...
1
vote
1answer
115 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 ...
3
votes
2answers
162 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) ...
4
votes
1answer
83 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
...
0
votes
4answers
180 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 ...
0
votes
1answer
926 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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votes
1answer
289 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?
4
votes
2answers
453 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 ...
1
vote
2answers
293 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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vote
1answer
245 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 ...
7
votes
3answers
529 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 ...
1
vote
1answer
262 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 ...
8
votes
2answers
851 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 ...
2
votes
2answers
509 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 ...
3
votes
1answer
511 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 ...
2
votes
2answers
766 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 ...
0
votes
1answer
261 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 ...
2
votes
2answers
497 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 * ...
3
votes
1answer
249 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
...
3
votes
2answers
346 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 ...
3
votes
2answers
252 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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vote
2answers
1k 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 ...
1
vote
3answers
259 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));
...
2
votes
2answers
614 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:
...
2
votes
1answer
361 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 ...
0
votes
1answer
293 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 = ...
4
votes
3answers
1k 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?
2
votes
1answer
724 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 ...
2
votes
0answers
197 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
votes
1answer
248 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
votes
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
votes
5answers
2k 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
votes
0answers
318 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
votes
1answer
575 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 * ...
7
votes
2answers
971 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 ...