Question

How do a find quaternion rotation from local and world coordinate systems?

Asked by: ImNotJimboJones

I am working with OpenGL, in the planning stages of a generic class describing 3D objects. I am trying to design the orientation control and have run into the following issue...

I'm not sure yet whether I will physically store an object's orientation based on rotation, or forward/up vectors, but in either case, I want to be able to get and set the object's orientation in terms of both.

I can't seem to figure out how to find quaternion (or axis/angle or Euler angle) rotation given forward/up vectors.

Regardless of chosen base reference, I will need this conversion to implement rotational get/set as well as a pseudo-gluLookAt equivalent. If I store orientation based on forward/up vector, I will need to convert during setOrientation(Quaternion quat) and if I store orientation based on rotation, I will need to convert in order to reference local axes (the forward vector, etc).

I've looked at the mesa source for gluLookAt, but it was of little help. The implementation converts the forward/up vectors directly to a transformation matrix. I have, however, included it as reference (maybe someone knows how to get a quaternion from gluLookAt's resulting matrix?).

thanks in advance for any insight.

void GLAPIENTRY
gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez,
	  GLdouble centerx, GLdouble centery, GLdouble centerz,
	  GLdouble upx, GLdouble upy, GLdouble upz)
{
   GLdouble m[16];
   GLdouble x[3], y[3], z[3];
   GLdouble mag;
 
   /* Make rotation matrix */
 
   /* Z vector */
   z[0] = eyex - centerx;
   z[1] = eyey - centery;
   z[2] = eyez - centerz;
   mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
   if (mag) {			/* mpichler, 19950515 */
      z[0] /= mag;
      z[1] /= mag;
      z[2] /= mag;
   }
 
   /* Y vector */
   y[0] = upx;
   y[1] = upy;
   y[2] = upz;
 
   /* X vector = Y cross Z */
   x[0] = y[1] * z[2] - y[2] * z[1];
   x[1] = -y[0] * z[2] + y[2] * z[0];
   x[2] = y[0] * z[1] - y[1] * z[0];
 
   /* Recompute Y = Z cross X */
   y[0] = z[1] * x[2] - z[2] * x[1];
   y[1] = -z[0] * x[2] + z[2] * x[0];
   y[2] = z[0] * x[1] - z[1] * x[0];
 
   /* mpichler, 19950515 */
   /* cross product gives area of parallelogram, which is < 1.0 for
    * non-perpendicular unit-length vectors; so normalize x, y here
    */
 
   mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
   if (mag) {
      x[0] /= mag;
      x[1] /= mag;
      x[2] /= mag;
   }
 
   mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
   if (mag) {
      y[0] /= mag;
      y[1] /= mag;
      y[2] /= mag;
   }
 
#define M(row,col)  m[col*4+row]
   M(0, 0) = x[0];
   M(0, 1) = x[1];
   M(0, 2) = x[2];
   M(0, 3) = 0.0;
   M(1, 0) = y[0];
   M(1, 1) = y[1];
   M(1, 2) = y[2];
   M(1, 3) = 0.0;
   M(2, 0) = z[0];
   M(2, 1) = z[1];
   M(2, 2) = z[2];
   M(2, 3) = 0.0;
   M(3, 0) = 0.0;
   M(3, 1) = 0.0;
   M(3, 2) = 0.0;
   M(3, 3) = 1.0;
#undef M
   glMultMatrixd(m);
 
   /* Translate Eye to Origin */
   glTranslated(-eyex, -eyey, -eyez);
 
}
                                  
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Asked On
2009-08-21 at 12:59:57ID24672530
Tags

quaternion lookat orientation

,

rotation vector coordinate

,

quaternion

,

opengl

,

orientation

,

glulookat

,

rotation

Topics

3D Game Programming

,

OpenGL Graphics & Game Programming

,

Algorithms

Participating Experts
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Points
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Comments
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Answers

 

by: ikeworkPosted on 2009-08-22 at 02:56:42ID: 25158068

Hi ImNotJimboJones,

If you have the forward/up vectors, then you have practically the 3x3 orientation matrix, you just need the cross-product of both, then you have the right vector

    right-vector -> 1. column
    up-vector -> 2. column
    forward-vector -> 3. column
   
This page is about the conversion:

  http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm

Below is the source for the matrix-quaternion conversion:

ike

void gqFromM33( quaternion qResult, matrix33 const m )
{
    real tr,s;
    real q[4];
    int i,j,k;
 
    int nxt[3] = { 1, 2, 0 };
 
    tr = m[0][0] + m[1][1] + m[2][2];
 
    // check the diagonal
    if( tr > REAL(0.0) )
    {
        s = gsqrt( tr + REAL(1.0) );
 
        qResult[3] = s * REAL(0.5);
 
        s = REAL(0.5) / s;
 
        qResult[0] = ( m[1][2] - m[2][1] ) * s;
        qResult[1] = ( m[2][0] - m[0][2] ) * s;
        qResult[2] = ( m[0][1] - m[1][0] ) * s;
    }
    else
    {
        // diagonal is negative
 
        i = 0;
 
        if( m[1][1] > m[0][0] ) i = 1;
        if( m[2][2] > m[i][i] ) i = 2;
 
        j = nxt[i];
        k = nxt[j];
 
        s = gsqrt( ( m[i][i] - ( m[j][j] + m[k][k] ) ) + REAL(1.0) );
 
        q[i] = s * REAL(0.5);
 
        if( s != REAL(0.0) ) s = REAL(0.5) / s;
 
        q[3] = ( m[j][k] - m[k][j] ) * s;
        q[j] = ( m[i][j] + m[j][i] ) * s;
        q[k] = ( m[i][k] + m[k][i] ) * s;
 
        qResult[0] = q[0];
        qResult[1] = q[1];
        qResult[2] = q[2];
        qResult[3] = q[3];
    }
}
                                              
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by: InteractiveMindPosted on 2009-08-22 at 03:13:26ID: 25158100

Is this not what you're trying to achieve?
http://www.gamedev.net/reference/programming/features/quatcam/page3.asp

I'm not absolutely clear what you mean by "find quaternion (or axis/angle or Euler angle) rotation given forward/up vectors". Do you mean that you're given the forward/up vectors of the camera, and you wish to rotate the scene using quaternions (so as to give the effect that the camera is at an angle)?

 

by: InteractiveMindPosted on 2009-08-22 at 03:14:15ID: 25158101

Sorry, looks like ike understands it.

 

by: ikeworkPosted on 2009-08-22 at 03:50:24ID: 25158203

>> I am working with OpenGL, in the planning stages of a generic class describing 3D objects.
>> I'm not sure yet whether I will physically store an object's orientation based on rotation, or forward/up vectors, but in either case

I recommend you to store a 4x4 matrix in each of your 3D objects. Then you have the orientation/scaling and translation (position) of your objects in a generic way and well defined in terms of math. You can pass that matrix to OpenGL before rendering your object, its just one call of glMultMatrix.

http://www.opengl.org/sdk/docs/man/xhtml/glMultMatrix.xml

I would not recommend to implement the conversions from axis-angle/euler/quaternions in the setter/getter-methods of your 3D-Object-class. The conversion/multiplication should be done in a math-library, that supports this classes. Then you just pass it to your 3D object-class and the math-library does its work, something like this:

void Your3DObject::rotate(const quaternion &q)
{
   // rotate the objects matrix by this quaternion
   this->transform = this->transform * q;
}

Tell us if you need more help on designing such a class and math-library :)

ike

 

by: ikeworkPosted on 2009-08-22 at 04:04:25ID: 25158237

>> Sorry, looks like ike understands it.

No prob IM :) As I understand it, its about how to design the 3D-objects (camera/meshes) and what datatypes actually to store in them and how to manipulate the 3D attributes of such objects, via euler-angles, quaternions, matrices etc.. But lets see what ImNotJimboJones thinks about it

 

by: ImNotJimboJonesPosted on 2009-08-29 at 20:21:10ID: 25216251

Sorry for the delayed response... thanks everfor the input.

>> I would not recommend to implement the conversions from axis-angle/euler/quaternions in the setter/getter-methods of your 3D-Object-class...

I have already started working on a math lib to contain all needed computations and conversions. That is how I came to realize my question :)

>> I recommend you to store a 4x4 matrix in each of your 3D objects.

I do plan on applying transformations with glMultMatrix. Do you think I should store only a 4x4 matrix for each object and only make conversions (to extract rotation, location, etc) when requested? I was originally thinking that I would store a vertex location, a quaternion orientation, and a 4x4 transformation matrix that would be updated whenever location or orientation were.

As for my original question:
I am going to look through the code that you posted for matrix -> quaternion and see if I can combine that with the GluLookAt code to create a streamlined function. I'll repost when I get things working (or fail miserably haha).

 

by: ImNotJimboJonesPosted on 2009-08-29 at 22:30:04ID: 25216446

I created and tested my function. Everything works great. I'd still like to get your opinion about my previous post, however.

 

by: ikeworkPosted on 2009-08-30 at 02:03:26ID: 25216846

>> Do you think I should store only a 4x4 matrix for each object and only make conversions (to extract rotation, location, etc) when requested?

Definetely I would store the 4x4 matrix. Probably it will be useful to store the inverse 4x4 matrix too, to transform objects like rays or bounding boxes into the space of the 3D-Object, to make hit tests or something.

I would cache the orientation, only if I come to a point, where I really need it very often, but for starters I wouldnt store it.
Usually you dont need the orientation seperated that often.
However, if you need the orientation, I would rather extract a 3x3 matrix from the 4x4 matrix, there is actually the rotation stored and its just 3 memcpy's.
Quaternion math is usually not as efficent as matrix-multiplications.
However, Q's are very useful for rotation-interpolation, i.e. for camera paths or skeleton-animation and they use less memory. But nowadays memory is quite cheap, so that souldnt be an issue.

So if you need the orientation from your 3D-object seperated, you better extract the 3x3 matrix, rather than to compute euler-angles or quaternions.
Btw. extracting the position is very easy too, just copy the last column of the 4x4 matrix, it is the position.

Would be very interesting to hear from you how it is going :)

20120131-EE-VQP-002

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