Reputation: 139
Conceptually a quaternion can store the rotation around an axis by some degree. Now, what is the numerically most robust and least calculation intensive way to rotate the axis?
For example when i have a quaternion, which rotates 90 degrees around the y-axis and i want those 90 degrees to be applied to some other arbitrary axis, described by a normalized vector.
EDIT: Since this also came up i added an answer on how to correctly change the axis a quaternion rotates around with another quaternion.
Upvotes: 1
Views: 6274
Reputation: 139
@derHugo's solution, solves the problem i initially asked, but the seconds part of his answer isn't doing what he seemed to be describing. To rotate a quaternions axis of rotation with another quaternion you would need to apply the rotations differently.
E.g. you have a quaternion yQuaternion, which rotates 90° around the y-axis and want to rotate, it's rotation axis by 90° around the x-axis (which would result in a quaternion rotating 90° around the z-axis) you'd have to do the following.
// The quaternion, we want to "rotate"
var yQuaternion = Quaternion.Euler(0f, 90f, 0f);
// The quaternion we want to rotate by.
var xQuaternion = Quaternion.Euler(90f, 0f, 0f);
var result = xQuaternion * yRotation * Quaternion.Inverse(xQuaternion);
What happens here is that we first rotate backwards to our desired axis, then apply the rotation we want to use and then revert the rotation we initally applied.
NOTE: I'm quit sure, that saying "rotate a quaternion" isn't a valid term when talking about this quaternion operations.
Upvotes: 3
Reputation: 90872
It is a bit unclear what your actual goal is by doing what you describe.
In order to actually keep the angle but change the axis you would use Quaternion.ToAngleAxis
, alter the axis and then pass it back into Quaternion.AngleAxis
like e.g.
Quaternion someRotation;
someRotation.ToAngleAxis(out var angle, out var axis);
var newAxis = Vector3.up;
var newRotation = Quaternion.AngleAxis(angle, new axis);
Or you rotate an existing Quaternion
by another one using *
like
Quaternion newRotation = someRotation * Quaternion.Euler(90, 0, 0);
which would take the existing rotation and rotate it by 90° around the X axis.
Upvotes: 4