问题
Ok, we are not talking about OpenGL with this question, but this will be used with OpenGL ES 2.0.
Question: How do create and rotate a Quaternion with the following code?
I have been reading up and studying about this and still can't quite gasp the concepts. I thought I understood it, but once I started making some calculations to rotate the quaternion I realized I can't even get back to where I started.
So let us say that we have a cube, and the center of it is at (0, 0, 0). We want to rotate it on the x-axis by 45 degrees. What would I do? (Only the Quaternion)
Assuming success, how would you get the amount of rotation from 'W'? I know that '1' indicates that there is no rotation, but what if it was rotated 173 degrees?
Trying to rotate to a given direction, 45 degrees, and then get that value from W. I feel like I need to convert the angle to rads or something, but not exactly sure. Tutorials online vary from one to the next.
Here is my code:
import java.util.Scanner;
import Quaternion;
public class Main {
public static void main(String[] args) {
Quaternion q1 = new Quaternion(0, 0, 0, 1);
Quaternion q2 = new Quaternion(0, 0, 0, (float) Math.cos(toRAD(45.0f) / 2));
q1 = q2.mul(q1);
System.out.println("q1: " + q1.getX() + ", " + q1.getY() + ", " + q1.getZ() + " with " + toANGLE(2.0f * Math.acos(q1.getW())));
}
private static double toRAD(float angle) {
return angle * (Math.PI / 180.0f);
}
private static float toANGLE(double rad) {
return (float) (rad * (180.0f / Math.PI));
}
}
Here is the code for a Quaternion:
public class Quaternion // Credit goes to 'thebennybox' (http://www.youtube.com/user/thebennybox)
{
private float x;
private float y;
private float z;
private float w;
public Quaternion(float x, float y, float z, float w)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public float length()
{
return (float)Math.sqrt(x * x + y * y + z * z + w * w);
}
public Quaternion normalize()
{
float length = length();
return new Quaternion(x / length, y / length, z / length, w / length);
}
public Quaternion conjugate()
{
return new Quaternion(-x, -y, -z, w);
}
public Quaternion mul(Quaternion r)
{
float w_ = w * r.getW() - x * r.getX() - y * r.getY() - z * r.getZ();
float x_ = x * r.getW() + w * r.getX() + y * r.getZ() - z * r.getY();
float y_ = y * r.getW() + w * r.getY() + z * r.getX() - x * r.getZ();
float z_ = z * r.getW() + w * r.getZ() + x * r.getY() - y * r.getX();
return new Quaternion(x_, y_, z_, w_);
}
public Quaternion mul(Vector3f r)
{
float w_ = -x * r.getX() - y * r.getY() - z * r.getZ();
float x_ = w * r.getX() + y * r.getZ() - z * r.getY();
float y_ = w * r.getY() + z * r.getX() - x * r.getZ();
float z_ = w * r.getZ() + x * r.getY() - y * r.getX();
return new Quaternion(x_, y_, z_, w_);
}
public float getX()
{
return x;
}
public void setX(float x)
{
this.x = x;
}
public float getY()
{
return y;
}
public void setY(float y)
{
this.y = y;
}
public float getZ()
{
return z;
}
public void setZ(float z)
{
this.z = z;
}
public float getW()
{
return w;
}
public void setW(float w)
{
this.w = w;
}
}
回答1:
I'm still not 100% sure what your question is asking, but I'll give it a shot.
Problem:
Given a quaternion representing a 0 degree rotation about x, y, z, generate a new quaternion representing a 45 degree rotation about the x axis
- Start with a quaternion representing no rotation, call it q1
q1 = (w1, x1, y1, z1)
q1.w1 = cos(0/2) = 1
q1.x1 = 0 * sin(0/2) = 0
q1.y1 = 0 * sin(0/2) = 0
q1.z1 = 0 * sin(0/2) = 0
So q1 = (1, 0, 0, 0)
- Generate a new rotation that is 45 degrees (PI/4 radians) about the X axis We need a temporary quaternion to modify q1. Let's call it q2.
q2 = (w2, x2, y2, z2)
q2.w2 = cos(PI/4 / 2) = cos(PI/8)
q2.x2 = 1.0 * sin(PI/4 / 2) = 1.0 * sin(PI/8) = sin(PI/8)
q2.y2 = 0.0 * sin(PI/4 / 2) = 0.0
q2.z2 = 0.0 * sin(PI/4 / 2) = 0.0
so q2 = (cos(PI/8), sin(PI/8), 0, 0)
- Now this last step is important, you modify your original quaternion by a left-hand multiplication of the temporary quaternion
What I mean is this:
q1 = q2 * q1
Your multiplication function is written correctly, so the problem is not there. Remember that quaternion multiplications are not commutative. That is q2 * q1 is NOT the same as q1*q2!
At this point q1 is modified to represent a 45 degree rotation about the X axis.
To print out the angle in degrees, you need to compute 2.0 * acos(q1.w) / PI * 180
Your code is incorrectly computing q1.w/PI * 180
to get the angle in degrees.
More specifically, change
toANGLE(resQuat.getW())
to
toANGLE(2.0f * Math.acos(resQuat.getW()))
I haven't looked at your code beyond that, but try applying these concepts and see if that fixes your problem.
来源:https://stackoverflow.com/questions/19570957/why-wont-my-quaternion-rotate-properly