Reputation: 135
I want to make some rotation by quaternion.
The glm library was done this very well.
The following was my codes:
vec3 v(0.0f, 0.0f, 1.0f);
float deg = 45.0f * 0.5f;
quat q(glm::cos(glm::radians(deg)), 0, glm::sin(glm::radians(deg)), 0);
vec3 newv = q*v;
printf("v %f %f %f \n", newv[0], newv[1], newv[2]);
My question is which in many articles the formula of the rotation by quaternion was
rotated_v = q*v*q_conj
It's weird. In glm the vector "v" just multiply by the quaternion "q" can do the rotation.
It confused me.
Upvotes: 7
Views: 9868
Reputation: 135
After doing some research. I found the definition of the operation "*" in glm quaternion and what is going on in there.
This implementation is based on those sites.
Quaternion vector rotation optimisation,
A faster quaternion-vector multiplication,
Here's two version of the rotation by quaternion.
//rotate vector
vec3 qrot(vec4 q, vec3 v)
{
return v + 2.0*cross(q.xyz, cross(q.xyz,v) + q.w*v);
}
//rotate vector (alternative)
vec3 qrot_2(vec4 q, vec3 v)
{
return v*(q.w*q.w - dot(q.xyz,q.xyz)) + 2.0*q.xyz*dot(q.xyz,v) +
2.0*q.w*cross(q.xyz,v);
}
If someone can proof that. I would really appreciate it.
Upvotes: 6
Reputation: 1234
It works when the imaginary part of your quaternion is perpendicular with your vector.
It's your case vec3(0,sin(angle),0) is perpendicular with vec3(0,0,1);
You will see that you need to multiply by the conjugate when it's not right.
q quaternion, v vector.
when you do q * v normally you will obtain a 4D vector, another quaternion. We just don't care about the first component and assume it's 0, a pure quaternion. when you do q * v * q' you are sure to obtain a pure quaternion which translate to a good 3D vector
You can test with non perpendicular vector/quaternion and you will see that your rotation is not right
https://www.3dgep.com/understanding-quaternions/
Upvotes: 1