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 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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2answers
41 views

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 ...
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2answers
98 views

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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1answer
36 views

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 ...
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1answer
69 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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1answer
745 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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198 views

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 ...
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0answers
345 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
55 views

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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0answers
225 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 ...
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45 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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Quaternion Slerp Over Time Help

I've gathered some code from several places and the final result almost works correctly. However, at times there is noticeable "snapping" from one place in the rotation towards the finish or too ...
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170 views

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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82 views

Trackball Rotation using Quaternions

I am trying to figure out rotations using quaternions. I am using a trackball that tracks the mouse when I click. So when I click on the right and drag to the left, the cube rotates around the y ...
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0answers
76 views

XNA C# - Get original rotation from parent bone transform

I have a 3DS Max made model, exported into FBX and imported into XNA project. The parts I am working with have NOT been rotated in Max (specifically, collision mesh is made of Axiz-Aligned boxes). ...
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0answers
335 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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0answers
59 views

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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0answers
149 views

JBullet quaternion to Euler angle conversion causes strange flipping behavior

I am making a game using JBullet (a Java port of C++'s Bullet library) for the physics and LWJGL for the graphics. However, JBullet measures angles in quaternions and LWJGL uses Euler or ...
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0answers
172 views

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 ...