Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (408)
games submitted by our members
Games in WIP (293)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Quaternion from axis angle.  (Read 1053 times)
0 Members and 1 Guest are viewing this topic.
Offline Mojomonkey

Senior Member




ooh ooh eee eeee


« Posted 2003-12-03 13:29:03 »

Ok, I've been banging my head against this for awhile now, and just can't seem to figure out what I am doing wrong.

If I rotate about a single axis, (1,0,0) for example, everything is as it should be. However...

I am rotating a box about the axis (1,1,1). To do this, I create a quaternion from the axis (1,1,1) and the current angle (increasing over time).

One the screen, the box is rotating, but it is also being skewed (i.e. stretched). The stretching gets worse as it approaches a 180 degree turn.

I've track the problem to my Quaternion object's fromAxisAngle method. So, I am using javax.vecmath.Quat4f as reference.

Now, here's where your help comes in :)

Results from the test:

Rotating about a single axis (my version is correct here). With an angle of 1. (radians)
Quote

My result: [x=0.0 y=0.0 z=0.47942555 w=0.87758255]
vecmath result: (0.0, 0.0, 0.47942555, 0.87758255)


However, the results with an axis of (1,1,1) and an angle of 1.

Quote

My result: [x=0.47942555 y=0.47942555 z=0.47942555 w=0.87758255]
vecmath result: (0.27679646, 0.27679646, 0.27679646, 0.87758255)


As you can see the x,y,z are off substantially, but w is correct.

The code I am using for the conversion is pretty standard:

1  
2  
3  
4  
5  
6  
float halfAngle = 0.5f * angle;
float sin = (float) Math.sin(halfAngle);
w = (float) Math.cos(halfAngle);
x = sin * axis.x;
y = sin * axis.y;
z = sin * axis.z;


Any clues as to what I am doing wrong?

Thanks

Don't send a man to do a monkey's work.
Offline Mojomonkey

Senior Member




ooh ooh eee eeee


« Reply #1 - Posted 2003-12-03 14:22:29 »

Ok, to answer my own question... be sure to normalize the axis.  Grin

Don't send a man to do a monkey's work.
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Get high quality music tracks for your game!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (120 views)
2013-05-17 21:29:12

alaslipknot (127 views)
2013-05-16 21:24:48

gouessej (158 views)
2013-05-16 00:53:38

gouessej (148 views)
2013-05-16 00:17:58

theagentd (163 views)
2013-05-15 15:01:13

theagentd (148 views)
2013-05-15 15:00:54

StreetDoggy (192 views)
2013-05-14 15:56:26

kutucuk (216 views)
2013-05-12 17:10:36

kutucuk (215 views)
2013-05-12 15:36:09

UnluckyDevil (218 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!
Page created in 0.073 seconds with 20 queries.