Quaternion Rotation relative to world - rotation

Unity3D offers the following method:
Rotate(eulerAngles: Vector3, relativeTo: Space = Space.Self);
For example, this will rotate the object around it's local X axis:
transform.Rotate(Vector3(50,0,0) * Time.deltaTime, Space.Local);
If I first rotate 90 degrees around it's local y axis (which is up in unity) and then rotate it around the X axis relative to World, it will basically rotate around the local Z axis, ie:
//setup
transform.Rotate(Vector3(0, 90, 0));
//on update
transform.Rotate(Vector3(50,0,0) * Time.deltaTime, Space.World);
In my own implementation, using quaternions, I have the local rotation implemented, which was easy.
//rotate around local axis
currentRotation *= rotateQuat;
How would I go about implementing the relative to world behaviour using quaternions?

There's probably a way to do it in Unity without explicit calculations, but...
When using quaternions for rotation, it makes more sense to think in terms of a rotation (angle a) around a specific axis (unit vector u) rather than using Euler angles; the quaternion itself (actually a unit quaternion, or "versor") can be represented as a 4-vector (w, x, y, z), where w = cos(0.5*a) and (x, y, z) = (u_x, u_y, u_z) * sin(0.5*a) (meaning a = 2 * arccos(w) and u = (x, y, z) / sin(0.5*a) = (x, y, z) / sin(arccos(w)) ). Following from this, the "identity" quaternion (i.e. no rotation) is (1, 0, 0, 0), as cos(0) = 1 and sin(0) = 0, and very usefully, the inverse/conjugate of a quaternion, (w, -x, -y, -z), represents the opposite rotation (x, y, and z are technically imaginary components; you can also represent a quaternion as w+x*i+y*j+z*k). To apply a rotation to a point p in 3D space using a quaternion, you use p' = (w, x, y, z)*(0, p_x, p_y, p_z)*(w, -x, -y, -z), where the multiplication is performed as shown here: http://en.wikipedia.org/wiki/Quaternion#Ordered_list_form
Thus, performing a world-relative rotation with a quaternion given an already-existing rotation represented by a quaternion is relatively simple if you know what the angle and axis of rotation (in world space) are for the new rotation, as the main addition to the computation is to apply the conjugate of the existing quaternion to the axis of rotation for the new quaternion in order to represent that axis in local/object space; then you just create the quaternion for the new rotation and apply it to the existing one (I'm not sure how Unity orders quaternion composition, but normally if you apply q1 followed by q2 the composed quaternion would be q2*q1 [quaternion multiplication is non-commutative], so it should be something like resultQuat = newQuat * prevQuat;).

Related

Calculating quaternion for transformation between 2 3D cartesian coordinate systems

I have two cartesian coordinate systems with known unit vectors:
System A(x_A,y_A,z_A)
and
System B(x_B,y_B,z_B)
Both systems share the same origin (0,0,0). I'm trying to calculate a quaternion, so that vectors in system B can be expressed in system A.
I am familiar with the mathematical concept of quaternions. I have already implemented the required math from here: http://content.gpwiki.org/index.php/OpenGL%3aTutorials%3aUsing_Quaternions_to_represent_rotation
One possible solution could be to calculate Euler angles and use them for 3 quaternions. Multiplying them would lead to a final one, so that I could transform my vectors:
v(A) = q*v(B)*q_conj
But this would incorporate Gimbal Lock again, which was the reason NOT to use Euler angles in the beginning.
Any idead how to solve this?
You can calculate the quaternion representing the best possible transformation from one coordinate system to another by the method described in this paper:
Paul J. Besl and Neil D. McKay
"Method for registration of 3-D shapes", Sensor Fusion IV: Control Paradigms and Data Structures, 586 (April 30, 1992); http://dx.doi.org/10.1117/12.57955
The paper is not open access but I can show you the Python implementation:
def get_quaternion(lst1,lst2,matchlist=None):
if not matchlist:
matchlist=range(len(lst1))
M=np.matrix([[0,0,0],[0,0,0],[0,0,0]])
for i,coord1 in enumerate(lst1):
x=np.matrix(np.outer(coord1,lst2[matchlist[i]]))
M=M+x
N11=float(M[0][:,0]+M[1][:,1]+M[2][:,2])
N22=float(M[0][:,0]-M[1][:,1]-M[2][:,2])
N33=float(-M[0][:,0]+M[1][:,1]-M[2][:,2])
N44=float(-M[0][:,0]-M[1][:,1]+M[2][:,2])
N12=float(M[1][:,2]-M[2][:,1])
N13=float(M[2][:,0]-M[0][:,2])
N14=float(M[0][:,1]-M[1][:,0])
N21=float(N12)
N23=float(M[0][:,1]+M[1][:,0])
N24=float(M[2][:,0]+M[0][:,2])
N31=float(N13)
N32=float(N23)
N34=float(M[1][:,2]+M[2][:,1])
N41=float(N14)
N42=float(N24)
N43=float(N34)
N=np.matrix([[N11,N12,N13,N14],\
[N21,N22,N23,N24],\
[N31,N32,N33,N34],\
[N41,N42,N43,N44]])
values,vectors=np.linalg.eig(N)
w=list(values)
mw=max(w)
quat= vectors[:,w.index(mw)]
quat=np.array(quat).reshape(-1,).tolist()
return quat
This function returns the quaternion that you were looking for. The arguments lst1 and lst2 are lists of numpy.arrays where every array represents a 3D vector. If both lists are of length 3 (and contain orthogonal unit vectors), the quaternion should be the exact transformation. If you provide longer lists, you get the quaternion that is minimizing the difference between both point sets.
The optional matchlist argument is used to tell the function which point of lst2 should be transformed to which point in lst1. If no matchlist is provided, the function assumes that the first point in lst1 should match the first point in lst2 and so forth...
A similar function for sets of 3 Points in C++ is the following:
#include <Eigen/Dense>
#include <Eigen/Geometry>
using namespace Eigen;
/// Determine rotation quaternion from coordinate system 1 (vectors
/// x1, y1, z1) to coordinate system 2 (vectors x2, y2, z2)
Quaterniond QuaternionRot(Vector3d x1, Vector3d y1, Vector3d z1,
Vector3d x2, Vector3d y2, Vector3d z2) {
Matrix3d M = x1*x2.transpose() + y1*y2.transpose() + z1*z2.transpose();
Matrix4d N;
N << M(0,0)+M(1,1)+M(2,2) ,M(1,2)-M(2,1) , M(2,0)-M(0,2) , M(0,1)-M(1,0),
M(1,2)-M(2,1) ,M(0,0)-M(1,1)-M(2,2) , M(0,1)+M(1,0) , M(2,0)+M(0,2),
M(2,0)-M(0,2) ,M(0,1)+M(1,0) ,-M(0,0)+M(1,1)-M(2,2) , M(1,2)+M(2,1),
M(0,1)-M(1,0) ,M(2,0)+M(0,2) , M(1,2)+M(2,1) ,-M(0,0)-M(1,1)+M(2,2);
EigenSolver<Matrix4d> N_es(N);
Vector4d::Index maxIndex;
N_es.eigenvalues().real().maxCoeff(&maxIndex);
Vector4d ev_max = N_es.eigenvectors().col(maxIndex).real();
Quaterniond quat(ev_max(0), ev_max(1), ev_max(2), ev_max(3));
quat.normalize();
return quat;
}
What language are you using? If c++, feel free to use my open source library:
http://sourceforge.net/p/transengine/code/HEAD/tree/transQuaternion/
The short of it is, you'll need to convert your vectors to quaternions, do your calculations, and then convert your quaternion to a transformation matrix.
Here's a code snippet:
Quaternion from vector:
cQuat nTrans::quatFromVec( Vec vec ) {
float angle = vec.v[3];
float s_angle = sin( angle / 2);
float c_angle = cos( angle / 2);
return (cQuat( c_angle, vec.v[0]*s_angle, vec.v[1]*s_angle,
vec.v[2]*s_angle )).normalized();
}
And for the matrix from quaternion:
Matrix nTrans::matFromQuat( cQuat q ) {
Matrix t;
q = q.normalized();
t.M[0][0] = ( 1 - (2*q.y*q.y + 2*q.z*q.z) );
t.M[0][1] = ( 2*q.x*q.y + 2*q.w*q.z);
t.M[0][2] = ( 2*q.x*q.z - 2*q.w*q.y);
t.M[0][3] = 0;
t.M[1][0] = ( 2*q.x*q.y - 2*q.w*q.z);
t.M[1][1] = ( 1 - (2*q.x*q.x + 2*q.z*q.z) );
t.M[1][2] = ( 2*q.y*q.z + 2*q.w*q.x);
t.M[1][3] = 0;
t.M[2][0] = ( 2*q.x*q.z + 2*q.w*q.y);
t.M[2][1] = ( 2*q.y*q.z - 2*q.w*q.x);
t.M[2][2] = ( 1 - (2*q.x*q.x + 2*q.y*q.y) );
t.M[2][3] = 0;
t.M[3][0] = 0;
t.M[3][1] = 0;
t.M[3][2] = 0;
t.M[3][3] = 1;
return t;
}
I just ran into this same problem. I was on the track to a solution, but I got stuck.
So, you'll need TWO vectors which are known in both coordinate systems. In my case, I have 2 orthonormal vectors in the coordinate system of a device (gravity and magnetic field), and I want to find the quaternion to rotate from device coordinates to global orientation (where North is positive Y, and "up" is positive Z). So, in my case, I've measured the vectors in the device coordinate space, and I'm defining the vectors themselves to form the orthonormal basis for the global system.
With that said, consider the axis-angle interpretation of quaternions, there is some vector V about which the device's coordinates can be rotated by some angle to match the global coordinates. I'll call my (negative) gravity vector G, and magnetic field M (both are normalized).
V, G and M all describe points on the unit sphere.
So do Z_dev and Y_dev (the Z and Y bases for my device's coordinate system).
The goal is to find a rotation which maps G onto Z_dev and M onto Y_dev.
For V to rotate G onto Z_dev the distance between the points defined by G and V must be the same as the distance between the points defined by V and Z_dev. In equations:
|V - G| = |V - Z_dev|
The solution to this equation forms a plane (all points equidistant to G and Z_dev). But, V is constrained to be unit-length, which means the solution is a ring centered on the origin -- still an infinite number of points.
But, the same situation is true of Y_dev, M and V:
|V - M| = |V - Y_dev|
The solution to this is also a ring centered on the origin. These rings have two intersection points, where one is the negative of the other. Either is a valid axis of rotation (the angle of rotation will just be negative in one case).
Using the two equations above, and the fact that each of these vectors is unit length you should be able to solve for V.
Then you just have to find the angle to rotate by, which you should be able to do using the vectors going from V to your corresponding bases (G and Z_dev for me).
Ultimately, I got gummed up towards the end of the algebra in solving for V.. but either way, I think everything you need is here -- maybe you'll have better luck than I did.
Define 3x3 matrices A and B as you gave them, so the columns of A are x_A,x_B, and x_C and the columns of B are similarly defined. Then the transformation T taking coordinate system A to B is the solution TA = B, so T = BA^{-1}. From the rotation matrix T of the transformation you can calculate the quaternion using standard methods.
You need to express the orientation of B, with respect to A as a quaternion Q. Then any vector in B can be transformed to a vector in A e.g. by using a rotation matrix R derived from Q. vectorInA = R*vectorInB.
There is a demo script for doing this (including a nice visualization) in the Matlab/Octave library available on this site: http://simonbox.info/index.php/blog/86-rocket-news/92-quaternions-to-model-rotations
You can compute what you want using only quaternion algebra.
Given two unit vectors v1 and v2 you can directly embed them into quaternion algebra and get the corresponding pure quaternions q1 and q2. The rotation quaternion Q that align the two vectors such that:
Q q1 Q* = q2
is given by:
Q = q1 (q1 + q2)/(||q1 + q2||)
The above product is the quaternion product.

Can i switch X Y Z in a quaternion?

i have a coordinate system where the Y axis is UP. I need to convert it to a coordinate system where Z is UP. I have the rotations stored in quaternions, so my question is : if i have a quaternion X,Y,Z can i switch the Y with the Z and get the result that Z is actually UP?
Just swpping two axes in a quaternions? No this doesn't work because this flips the chirality. However if you flip the chirality and negate the quaternion's real part then you're back in the original chirality. In general form you can write this as
Q'(Q, i'j'k') = εi'j'k' Qw_w + Qi_i + Qj_j + Qk_k
where
is the totally antisymmetric tensor, known as the Levi-Cevita symbol.
This shouldn't be a surprise, as the i², j², k² rules of quaternions are defined also by the same totally antisymmetric tensor.
I'm adapting my answer from this post since the one here was the older and likely more generic one.
It's probably best to consider this in the context of how you convert angle and axis to a quaternion. In Wikipedia you can read that you describe a rotation by an angle θ around an axis with unit direction vector (x,y,z) using
q = cos(θ/2) + sin(θ/2)(xi + yj + zk)
Your post only tells us Y ↦ Z, i.e. the old Y direction is the new Z direction. What about the other directions? You probably want to keep X ↦ X, but that still leaves us with two alternatives.
Either you use Z ↦ Y. In that case you change between left-handed and right-handed coordinate system, and the conversion is essentially a reflection.
Or you use Z ↦ −Y, then it's just a 90° rotation about the X axis. The handedness of the coordinate system remains the same.
Change of chirality
Considering the first case first. What does changing the coordinate system do to your angle and axis? Well, the axis coordinates experience the same coordinate swapping as your points, and the angle changes its sign. So you have
cos(−θ/2) + sin(−θ/2)(xi + zj + yk)
Compared to the above, the real part does not change (since cos(x)=cos(−x)) but the imaginary parts change their sign, in addition to the change in order. Generalizing from this, a quaternion a + bi + cj + dk describing a rotation in the old coordinate system would be turned into a − bi − dj − ck in the new coordinate system. Or into −a + bi + dj + ck which is a different description of the same rotation (since it changes θ by 360° but θ/2 by 180°).
Preserved chirality
Compared to this, the second case of Z ↦ −Y maintains the sign of θ, so you only have to adjust the axis. The new Z coordinate is the old Y coordinate, and the new Y coordinate is the negated old Z coordinate. So a + bi + cj + dk gets converted to a + bi − dj + ck (or its negative). Note that this is just a multiplication of the quaternion by i or −i, depending on which side you multiply it. If you want to write this as a conjugation, you have θ=±45° so you get square roots in the quaternion that expresses the change of coordinate system.
Try :
Quaternion rotation = new Quaternion(X,Z,Y, -W); //i had to swap Z and Y due to
No, you cannot exchange y and z -- it will turn into a Left-Handed Coordinate system, if it was Right-Handed (and vice-versa).
You can, however, do the following substitution:
newX = oldZ
newY = oldX
newZ = oldY
I suspect that what you really want is a simple rotation about the x axis. If that's why you want to switch y and z, then you should instead apply a rotation of -90 degrees about the +x axis (assuming you have a Right-Handed coordinate system).

GLKit quaternion code not agreeing with matrix code?

I must be misunderstanding something about GLKit's handling of quaternions and rotation matrices. In the following snippet, I would expect matrices a and b to end up with identical contents (subject to floating point errors)...
GLKQuaternion q = GLKQuaternionMakeWithAngleAndAxis(M_PI / 2, 1, 1, 1);
GLKMatrix3 a = GLKMatrix3MakeWithQuaternion(q);
GLKMatrix3 b = GLKMatrix3MakeRotation(M_PI / 2, 1, 1, 1);
However, they don't agree. Not even close. In column major order, the arrays contain...
a.m[0]=0.000000 b.m[0]=0.333333
a.m[1]=1.000000 b.m[1]=0.910684
a.m[2]=0.000000 b.m[2]=-0.244017
a.m[3]=0.000000 b.m[3]=-0.244017
a.m[4]=0.000000 b.m[4]=0.333333
a.m[5]=1.000000 b.m[5]=0.910684
a.m[6]=1.000000 b.m[6]=0.910684
a.m[7]=0.000000 b.m[7]=-0.244017
a.m[8]=0.000000 b.m[8]=0.333333
I thought that both GLKQuaternionMakeWithAngleAndAxis and GLKMatrix3MakeRotation each took radians, x, y, z in order to represent a rotation of the specified radians around the specified axis. And I thought that GLKMatrix3MakeWithQuaternion was intended to convert from the quaternion representation to the matrix representation.
So, why don't those agree? Do I need to normalize the axis before the quaternion creation? This does, in fact, seem to fix the problem but I don't believe it is documented that way.
From GLKQuaternion.h
/*
Assumes the axis is already normalized.
*/
static inline GLKQuaternion GLKQuaternionMakeWithAngleAndAxis(float radians, float x, float y, float z);
So yes, you do need to normalize the axis before creating the quaternion.

Rotate vector using Java 3D

I'm attempting to use Java3D to rotate a vector. My goal is create a transform that will make the vector parallel with the y-axis. To do this, I calculated the angle between the original vector and an identical vector except that it has a z value of 0 (original x, original y, 0 for z-value). I then did the same thing for the y-axis (original x, 0 for y-value, original z). I then used each angle to create two Transform3D objects, multiply them together and apply to the vector. My code is as follows:
Transform3D yRotation = new Transform3D();
Transform3D zRotation = new Transform3D();
//create new normal vector
Vector3f normPoint = new Vector3f (normal.getX(), normal.getY(), normal.getZ());
//****Z rotation methods*****
Vector3f newNormPointZ = new Vector3f(normal.getX(), normal.getY(),0.0F);
float zAngle = normPoint.angle(newNormPointZ);
zRotation.rotZ(zAngle);
//****Y rotation methods*****
Vector3f newNormPointY = new Vector3f(normal.getX(),0.0F, normal.getZ());
float yAngle = normPoint.angle(newNormPointY);
yRotation.rotY(yAngle);
//combine the two rotations
yRotation.mul(zRotation);
System.out.println("before trans normal = " +normPoint.x + ", "+normPoint.y+", "+normPoint.z);
//PRINT STATEMENT RETURNS: before trans normal = 0.069842085, 0.99316376, 0.09353002
//perform transform
yRotation.transform(normPoint);
System.out.println("normal trans = " +normPoint.x + ", "+normPoint.y+", "+normPoint.z);
//PRINT STATEMENT RETURNS: normal trans = 0.09016449, 0.99534255, 0.03411238
I was hoping the transform would produce x and z values of or very close to 0. While the logic makes sense to me, I'm obviously missing something..
If your goal is to rotate a vector parallel to the y axis, why can't you just manually set it using the magnitude of the vector and setting your vector to <0, MAGNITUDE, 0>?
Also, you should know that rotating a vector to be directly pointing +Y or -Y can cause some rotation implementations to break, since they operate according to the "world up" vector, or, <0,1,0>. You can solve this by building your own rotation system and using the "world out" vector <0,0,1> when rotating directly up.
If you have some other purpose for this, fastgraph helped me with building rotation matrices.
It's best to understand the math of what's going on so that you know what to do in the future.

Finding the spin of a sphere given X, Y, and Z vectors relative to sphere

I'm using Electro in Lua for some 3D simulations, and I'm running in to something of a mathematical/algorithmic/physics snag.
I'm trying to figure out how I would find the "spin" of a sphere of a sphere that is spinning on some axis. By "spin" I mean a vector along the axis that the sphere is spinning on with a magnitude relative to the speed at which it is spinning. The reason I need this information is to be able to slow down the spin of the sphere by applying reverse torque to the sphere until it stops spinning.
The only information I have access to is the X, Y, and Z unit vectors relative to the sphere. That is, each frame, I can call three different functions, each of which returns a unit vector pointing in the direction of the sphere model's local X, Y and Z axes, respectively. I can keep track of how each of these change by essentially keeping the "previous" value of each vector and comparing it to the "new" value each frame. The question, then, is how would I use this information to determine the sphere's spin? I'm stumped.
Any help would be great. Thanks!
My first answer was wrong. This is my edited answer.
Your unit vectors X,Y,Z can be put together to form a 3x3 matrix:
A = [[x1 y1 z1],
[x2 y2 z2],
[x3 y3 z3]]
Since X,Y,Z change with time, A also changes with time.
A is a rotation matrix!
After all, if you let i=(1,0,0) be the unit vector along the x-axis, then
A i = X so A rotates i into X. Similarly, it rotates the y-axis into Y and the
z-axis into Z.
A is called the direction cosine matrix (DCM).
So using the DCM to Euler axis formula
Compute
theta = arccos((A_11 + A_22 + A_33 - 1)/2)
theta is the Euler angle of rotation.
The magnitude of the angular velocity, |w|, equals
w = d(theta)/dt ~= (theta(t+dt)-theta(t)) / dt
The axis of rotation is given by e = (e1,e2,e3) where
e1 = (A_32 - A_23)/(2 sin(theta))
e2 = (A_13 - A_31)/(2 sin(theta))
e3 = (A_21 - A_12)/(2 sin(theta))
I applaud ~unutbu's, answer, but I think there's a simpler approach that will suffice for this problem.
Take the X unit vector at three successive frames, and compare them to get two deltas:
deltaX1 = X2 - X1
deltaX2 = X3 - X2
(These are vector equations. X1 is a vector, the X vector at time 1, not a number.)
Now take the cross-product of the deltas and you'll get a vector in the direction of the rotation vector.
Now for the magnitude. The angle between the two deltas is the angle swept out in one time interval, so use the dot product:
dx1 = deltaX1/|deltaX1|
dx2 = deltax2/|deltaX2|
costheta = dx1.dx2
theta = acos(costheta)
w = theta/dt
For the sake of precision you should choose the unit vector (X, Y or Z) that changes the most.

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