Tagged Questions

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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Rotation with respect to world instead of the object itself using Quaternion.Euler in unity

[Other answers on similar questions on stackexchange didnt help] This script is giving some weird outputs On running this script If I press rightarrow once followed by 's' the object rotates on 'z' ...
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Rotate an object smoothly by 90 degrees on key press in unity3D

[I saw few similar question on stackexchange but none is solving the purpose.] I want to rotate a 3D object by 90 degrees on different axis on respective inputs. For example if 'a' is pressed, the ...
596 views

Quaternion Slerp and Lerp implementation (with overshoot)

I am working with Unity (C#) and was looking for an implementation of Slerp and possibly Lerp that allow overshoot (progress not strictly limited to 0..1 range). I want to do some tweening animation ...
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Correct way to integrate scaled axis angular velocity into a quaternion

Across my travels on the internet I have came across to ways of integrating a scaled axis angular velocity into a quaternion. The first way converts the angular velocity into an axis angle quaternion ...
258 views

How to rotate (YAW) aircraft in XNA?

I'm developing a flight simulator based on Riemer's Blog tutorial (XNA C#). To control the aircraft, I use the following code: Quaternion additionalRotation = Quaternion.Identity; additionalRotation *...
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How to stop rotation every 90 degrees?

I was facing another rotation problem yesterday, that i managed to solve by rotating the object like this : transform.Rotate (speed * Time.deltaTime, 0, 0, Space.World); I tried almost every other ...
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Combining two independent rotations relative to the world frame

I am implementing a mouse rotation which works by accumulating the X-Y delta between frames to yaw and pitch rotation angles. The problem is that I wish rotations to be independent of each other. But ...
148 views

2D indicator for Rotation in 3D space

This is the view from my spaceship. It can move around in 3d space and turn up, down, left and right. The planet Earth on the top right is selected. Now I want to create the red arrow to always ...
116 views

Matching the 3ds max camera view in my game 1:1

I want to match 1:1 the 3ds max camera render with my 3d engine (DirectX 11, C++). I believe that my mesh exporter (coded with MaxScript) works fine, I see the right shapes. But something about the ...
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Rotating an object with quaternion

I have a question in regards to using quaternions for the rotation of my graphics object. I have a Transform class which has the following constructor with default parameters: Transform(const glm::...
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How to align angular velocity wit target rotation in 3D?

I'm making a space crew sim (controlling a ship) and have recently posted a question about how to calculate ETA between two rotations. I how now a new question more well defined. Background: I have ...
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How to calculate the estimated time of arrival and control signal between two quaternion?

I'm trying to wrap my head around a control algorithm for a space game. If the user sets a target rotation I want to get a ETA counter and show the engine output. The only input to the system is a max ...
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How do I create a view matrix directly from a quaternion and a position vector?

Given a quaternionic camera such that: typedef struct { vector3 upReference; vector3 rightReference; vector3 forwardReference; vector3 position; quaternion orientation; ...
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How to compute the forward, up and right vectors from a single quaternion?

Given a quaternion float x, y, z, w; How does one the forward, up and right vector from a single quaternion? vec3 up; vec3 forward; vec3 right; quat_get_all_axis(&quat, &up, &forward, ...
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How can I add banking and rotation to this object manipulation script?

I have made a drone script that allows user to move in four directions and ascend/descend. I found a nice tilt snippet which makes the thing bank when it moves. However, when I include this, the ...
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How to get quaternion from two orthogonal 3D vectors?

I have a unit vector representing the direction I want to "look" and a unit vector for up. They are orthogonal. How can I get the quaternion that represents that orientation from those two vectors?
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Camera Movement Smoothing

I am trying to smooth a camera I create in my game, but I can't seem to find a way to actually do this correctly. What I have : //Calculate the "current" Forward vector var cameraForward = -...
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Trouble With Quaternions and orbital camera:

UPDATED: I have been trying to implement a Orbital Camera of sorts in a engine I am currently doing in Unity3D, the issue being I can't seem to do the correct rotation no matter what. This is what it ...
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How can I support the clamping of quaternion-based rotations?

Currently I have an orbiting camera that fixates on a single point. In the node-based structure, _cameraNode is a child of _cameraTargetNode. I am able to orbit around the target node via the ...
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DirectX Quaternion SLERP Wrong Answer?

I have some code that looks like this: DirectX::XMVECTOR a, b, c; a = DirectX::XMQuaternionIdentity(); b = DirectX::XMQuaternionRotationAxis(DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f), 3.1415f); c =...
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Quaternion Rotation - Clockwise or Counter-Clockwise?

when we specify a Quaternion as (axis of rotation, rotation amount), in which 'direction' is the rotation, assuming we are looking down the rotation axis (i.e. camera at the origin, looking along the ...
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How to increase the rotation of a quaternion by a percentage of X % in a Unity script?

There is a simple way to increase the rotation described by a quaternion by a percentage X? Sorry, but in the documentation of Unity3D I found nothing and I have a poor knowledge on the topic.
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Get quaternion between two objects on sphere

In a planetary gravity environment objects are represented in the following way: struct object { struct quaternion quat; // quaternion to represent the rotation between the object and the center ...
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Euler angle and quaternion rotation [duplicate]

If I have a player at [12,0,54] and an enemy at [5,0,-9], to calculate the Euler angle for the enemy to rotate and face the player, would I subtract enemy minus player positions and then divide that ...
808 views

Camera Rolling when Implementing Pitch and Yaw

I am implementing a camera in opengl for an android game and am having problems getting the pitch/yaw/roll of the camera correct. I have read many tutorials on quaternions and have implemented a basic ...
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3d Rotation problem

I was given an interesting (but tough) problem to solve: In a game, you want to change the heading of an enemy by +30°. Construct a Rotation Matrix, Euler Angles and a Quaternion that would do this. ...
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Explaining vector math for a pendulum camera

I came across a code that I guess is doing a pendulum camera, that's the class name. I would like to know the math behind that. I would like also to know how to decipher those stuff in game math, ...
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Strange quaternion rotation

I was implementing some quaternion rotations in too my infant 3d game engine and the rotations were really strange? Excuses my cluelessness. Anyways this is what I have: static XMVECTOR ...
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Quaternion Rotation Help

So I'm making a little engine with DirectX 11 and C++. (Some other help from other API's as well) DirectX has this function XMMatrixRotationQuaternion(XMVECTOR quaternion). I know nothing about this ...
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glm direction vector rotation

I'm working on a flight simulator, but I'm stuck with my airplane orientation. I tried some things but noone worked correctly. This is what I have : To be able to move it and roll it around himself, ...
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Quaternion rotation, translation, scale or 4x3/4x4 matrices for Skeletons?

I'm modding a game that uses 4x3 and 4x4 matrices to make skeletons, but I saw that an skeleton can also be made with a quaternian rotation and vector translation and scaling. What's the difference ...
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What are “local” and “global” rotations?

Each node in jME3 has local and global rotations, which can be expressed in quaternions. What are they? Documentation has no clues, about in which state rotations are zero?
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How do I create a camera?

I am trying to create a generic camera class for a game engine, which works for different types of cameras (Orbital, GDoF, FPS), but I have no idea how to go about it. I have read about quaternions ...
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Repelling a rigidbody in the direction an object is rotating

Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems ...
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Convert vector interpolation to quaternion interpolation? (Catmull-Rom)

I have some existing code which does catmull-rom interpolation on two vectors (facing and up). I'm converting this to use quaternions instead (to replace the two vectors). Is there a general way to ...
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Can I use quaternions and do a partial multiplication?

I have some code that rotates an object around an axis. It does this by creating a quaternion for a rotation and then multiplying by the old orientation: nextRot = QuaternionRotationAxis( axis, ...
895 views

Unity - Quaternion - Rotate / Unrotate Error

I'm trying to un-rotate a quaternion, aligning it with the axis, and then rotate it back to where it was originally. But with every iteration it seems to lose precision and just after 20 iterations ...
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Quaternion - rotating rigidBody to particular angle over time

Using Bullet Physics. There's a rigid body that is rotated. For some delta-time I need to rotate that body to have rotation of (0, y, 0) - keep the old y value rotation but reset x and z. The ...
389 views

Custom lookAt function goes wild

I have written a custom lookAt function based on a lot of posts from all over the net, and it works very nice... except when a rotation (which is stored in a quaternion) crosses some 'threshold'. ...
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GLM Rotating Combining Multiple Quaternions?

I have a camera which I want to control with my mouse. I want the mouse to control the pitch and yaw of the camera but not the roll. To avoid loss of significance, I am storing the quaternions for ...
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How can I restrict the rotation of an object to a subset of axes using quaternions?

I've got a question about quaternions in my WebGL application. How can I rotate an object only around two axes? For example, how can I exclude/nullify rotation about the Y axis? The problem is that ...
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Strange quaternion camera streching in WebGL

So after a lot of researching about quaternions I almost got the quaternion camera working. Almost, cause it rotates in a proper way only in a vertical axis. Other rotations stretches and deforms the ...
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How do I make an object's y-axis align with a Vector3?

I have a golf ball on the ground, and from a raycast, I have the normal which gives me the slope of the ground by the ball. I have an object which is rendered on the HUD to show that slope to the ...
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How can I compute a Jacobian matrix with dual quaternions? [closed]

I'm trying to understand an inverse kinematics algorithm realized with dual quaternions as presented here. My Jacobian matrix, however, seems to be calculated wrong. Could somebody explain, step-by-...
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How to get plane rotation by known normal vector

I have a FPP quaternion Camera and Plane with known normal vector. I want to find the orientation of this Plane so I can replace it to the Camera orientation to put the camera forward vector to a ...
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Inertia Tensor and World Coordinate conversion

I understand that the inertia tensor is basically a 3x3 matrix. I'm modelling a cube, and the inertia tensor for this shape has values for moment of inertia on the main diagonal of the matrix. All the ...
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Quaternion Lerp never reaches target

I seem to have misunderstood something about how LERP works. Im not sure what is missing. The object is rotating as it should, but it cant seem to get it to end. The transform.rotation dont seem to ...
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How can obtain the relative orientation between two quaternions?

How do I obtain the relative orientation given two orientations (represented by quaternions q0 and q1)?