McNugget

05-10-2003, 12:52 PM

Hi all,

I tried to learn everything about quaternions and matrices the past weeks and solved the loved gible lock now.

When I try to move in 3D space I have now a new problem.

My quaternion code is based on nehe's gametutorial 7 and some articles from gameasutra and gamedev, because the gametut. 7 is not very intuitive...

So what I'm going to do is to get the direction vector from the quaternion.

I modyfied the gametut. function so looks a bit different but that shouldn't matter:

MFVector3D MFQuaternion::GetDirectionVector()

{

MFVector3D v3dTmp;

Normalize();

v3dTmp.x = 2.0f*(x*z-w*y);

v3dTmp.y = 2.0f*(y*z+w*x);

v3dTmp.z = 1.0f-2.0f*(x*x+y*y);

return v3dTmp;

}

I dont really know what the hack is wrong with this. Maybe its not a mistake made here, so lets see another snip of code:

MFQuaternion &MFQuaternion::Set(float xT, float yT, float zT)

{

MFQuaternion xQ(xT, 1.0f, 0.0f, 0.0f);

MFQuaternion yQ(yT, 0.0f, 1.0f, 0.0f);

MFQuaternion zQ(zT, 0.0f, 0.0f, 1.0f);

*this = xQ;

*this *= yQ;

*this *= zQ;

return *this;

}

MFQuaternion &MFQuaternion::Set(float angle, float xT, float yT, float zT)

{

float factor = xT*xT+yT*yT+zT*zT;

if(!factor)

factor = (float) EPSILON;

float scaleBy = (float) (1.0/sqrt(factor));

w = (float) cos(angle/2.0f);

float sinHalfAngle = (float) sin(angle/2.0f);

x = xT*scaleBy*sinHalfAngle;

y = yT*scaleBy*sinHalfAngle;

z = zT*scaleBy*sinHalfAngle;

return *this;

}

MFQuaternion MFQuaternion: :operator* (const MFQuaternion Q)

{

MFQuaternion Qtmp;

Qtmp.x = w*Q.x + x*Q.w + y*Q.z - z*Q.y;

Qtmp.y = w*Q.y + y*Q.w + z*Q.x - x*Q.z;

Qtmp.z = w*Q.z + z*Q.w + x*Q.y - y*Q.x;

Qtmp.w = w*Q.w - x*Q.x - y*Q.y - z*Q.z;

return Qtmp;

}

void MFQuaternion: :operator*=(const MFQuaternion Q)

{

MFQuaternion Qtmp;

Qtmp.x = w*Q.x + x*Q.w + y*Q.z - z*Q.y;

Qtmp.y = w*Q.y + y*Q.w + z*Q.x - x*Q.z;

Qtmp.z = w*Q.z + z*Q.w + x*Q.y - y*Q.x;

Qtmp.w = w*Q.w - x*Q.x - y*Q.y - z*Q.z;

x = Qtmp.x;

y = Qtmp.y;

z = Qtmp.z;

w = Qtmp.w;

}

My rotation is applied as follows:

rotX = -mouse.y / 500; // Mouse Look

rotY = -mouse.x / 500; // Mouse Look

// rotZ += 0.001*Engine.Tools->procPower;

qRotation *= MFQuaternion(rotX, rotY, rotZ);

// qRotation.QuatToAxisAngle(axisX, axisY, axisZ, rotAngle);

mRotation = qRotation.QuatToM4();

glMultMatrixf(mRotation.v);

// glRotatef((float) (rotAngle*PIUNDER180), axisX, axisY, axisZ);

v3dDirection = qRotation.GetDirectionVector();

qRotationT = qRotation;

qRotation = MFQuaternion(0.0f, 90.0f, 0.0f) * qRotation;

v3dRight = qRotation.GetDirectionVector();

qRotation = qRotationT;

qRotation = MFQuaternion(90.0f, 0.0f, 0.0f) * qRotation;

v3dUp = qRotation.GetDirectionVector();

qRotation = qRotationT;

The direction vectors I get are not orthogonal. They seem to be messed up when I rotate the camera (I have a little coordinate System on my screen [thanks to vincoof] so I can see what happend to them).

Maybe someone can find the mistake or you can help with ideas...

Regards,

McNugget

[This message has been edited by McNugget (edited 05-10-2003).]

I tried to learn everything about quaternions and matrices the past weeks and solved the loved gible lock now.

When I try to move in 3D space I have now a new problem.

My quaternion code is based on nehe's gametutorial 7 and some articles from gameasutra and gamedev, because the gametut. 7 is not very intuitive...

So what I'm going to do is to get the direction vector from the quaternion.

I modyfied the gametut. function so looks a bit different but that shouldn't matter:

MFVector3D MFQuaternion::GetDirectionVector()

{

MFVector3D v3dTmp;

Normalize();

v3dTmp.x = 2.0f*(x*z-w*y);

v3dTmp.y = 2.0f*(y*z+w*x);

v3dTmp.z = 1.0f-2.0f*(x*x+y*y);

return v3dTmp;

}

I dont really know what the hack is wrong with this. Maybe its not a mistake made here, so lets see another snip of code:

MFQuaternion &MFQuaternion::Set(float xT, float yT, float zT)

{

MFQuaternion xQ(xT, 1.0f, 0.0f, 0.0f);

MFQuaternion yQ(yT, 0.0f, 1.0f, 0.0f);

MFQuaternion zQ(zT, 0.0f, 0.0f, 1.0f);

*this = xQ;

*this *= yQ;

*this *= zQ;

return *this;

}

MFQuaternion &MFQuaternion::Set(float angle, float xT, float yT, float zT)

{

float factor = xT*xT+yT*yT+zT*zT;

if(!factor)

factor = (float) EPSILON;

float scaleBy = (float) (1.0/sqrt(factor));

w = (float) cos(angle/2.0f);

float sinHalfAngle = (float) sin(angle/2.0f);

x = xT*scaleBy*sinHalfAngle;

y = yT*scaleBy*sinHalfAngle;

z = zT*scaleBy*sinHalfAngle;

return *this;

}

MFQuaternion MFQuaternion: :operator* (const MFQuaternion Q)

{

MFQuaternion Qtmp;

Qtmp.x = w*Q.x + x*Q.w + y*Q.z - z*Q.y;

Qtmp.y = w*Q.y + y*Q.w + z*Q.x - x*Q.z;

Qtmp.z = w*Q.z + z*Q.w + x*Q.y - y*Q.x;

Qtmp.w = w*Q.w - x*Q.x - y*Q.y - z*Q.z;

return Qtmp;

}

void MFQuaternion: :operator*=(const MFQuaternion Q)

{

MFQuaternion Qtmp;

Qtmp.x = w*Q.x + x*Q.w + y*Q.z - z*Q.y;

Qtmp.y = w*Q.y + y*Q.w + z*Q.x - x*Q.z;

Qtmp.z = w*Q.z + z*Q.w + x*Q.y - y*Q.x;

Qtmp.w = w*Q.w - x*Q.x - y*Q.y - z*Q.z;

x = Qtmp.x;

y = Qtmp.y;

z = Qtmp.z;

w = Qtmp.w;

}

My rotation is applied as follows:

rotX = -mouse.y / 500; // Mouse Look

rotY = -mouse.x / 500; // Mouse Look

// rotZ += 0.001*Engine.Tools->procPower;

qRotation *= MFQuaternion(rotX, rotY, rotZ);

// qRotation.QuatToAxisAngle(axisX, axisY, axisZ, rotAngle);

mRotation = qRotation.QuatToM4();

glMultMatrixf(mRotation.v);

// glRotatef((float) (rotAngle*PIUNDER180), axisX, axisY, axisZ);

v3dDirection = qRotation.GetDirectionVector();

qRotationT = qRotation;

qRotation = MFQuaternion(0.0f, 90.0f, 0.0f) * qRotation;

v3dRight = qRotation.GetDirectionVector();

qRotation = qRotationT;

qRotation = MFQuaternion(90.0f, 0.0f, 0.0f) * qRotation;

v3dUp = qRotation.GetDirectionVector();

qRotation = qRotationT;

The direction vectors I get are not orthogonal. They seem to be messed up when I rotate the camera (I have a little coordinate System on my screen [thanks to vincoof] so I can see what happend to them).

Maybe someone can find the mistake or you can help with ideas...

Regards,

McNugget

[This message has been edited by McNugget (edited 05-10-2003).]