Question

Move in direction using transformed vector and quaternion orientation.

Asked by: Dr_Spankenstein

If I know the orientation of my camera (as a quaternion) and I want to move the camera in the direction it is currently facing how do I go about this?

This is what I have so far but the transformation doesn't give the correct forward vector.

vectorToAdd will be a vector in a unit direction (1,0,0) (0,1,0) etc.
Transforming that vector by a matrix created from the orientation doesn't work.

float moveSpeed = 0.5f;
 
            Matrix Rotation = Matrix.CreateFromQuaternion(orientation);
 
            Vector3 rotatedVector = Vector3.Transform(vectorToAdd, Rotation);
            position_Current += moveSpeed * rotatedVector;

                                  
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Asked On
2009-09-24 at 17:28:52ID24760491
Tags

XNA C# Camera

Topics

3D Game Programming

,

Physics & Artificial Intelligence in Game Programming

,

Game Programming User Interface

Participating Experts
1
Points
250
Comments
8

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Answers

 

by: ikeworkPosted on 2009-09-24 at 23:32:14ID: 25420424

Hi Dr_Spankenstein,

Just take the 3rd row or column (depending on the matrix form you use) from that matrix, it is the direction vector:

  Matrix Rotation = Matrix.CreateFromQuaternion(orientation);

  Vector direction = Rotation[3];

If you show us, how the class Matrix is defined, we can see how to access the 3rd row, "Rotation[3]" was just a guess.

ike

 

by: Dr_SpankensteinPosted on 2009-09-25 at 03:02:24ID: 25421418

The matrices are defined as:

M11, M12, M13, M14
M21, M22, M23, M24
M31, M23, M33, M34
M41, M42, M43, M44

So direction would equal Rotation.M31, Rotation.M32, Rotation.M33.

However how do I proceed from there as I would need to transform the original move vector by a matrix in order to get the transformed move vector, wouldn't I?

Also, would I have to multiply the new movement vector by the elpased game time to make sure that the camera moved smoothly no matter what, should the frame rate fluctuate?

float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

                                              
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by: ikeworkPosted on 2009-09-25 at 09:05:47ID: 25424368

>> However how do I proceed from there as I would need to transform the original move vector by a matrix in order to get the transformed move vector, wouldn't I?

If you just want the direction the camera is looking at, then its only the third column, nothing to translate anymore. I saw its XNA, so its:

Vector3 forward = Rotation.Forward();

>> Also, would I have to multiply the new movement vector by the elpased game time to make sure that the camera moved smoothly no matter what, should the frame rate fluctuate?

That depends on, what you mean by smoothly.
However, thats an advanced topic and should be covered in a new question. For starters you can start with a fixed angle-speed, degrees or radians per second.
But then you dont have a smooth start and stop.

Anyhow, that really is a complicated topic and should be handled in a new Question.

 

by: Dr_SpankensteinPosted on 2009-09-26 at 05:01:09ID: 25429578

Matrix.Forward returns:
-M31, -M32, -M33

If I want to move in the direction the camera is facing I have to use:
-M13, -M23, -M33

This seems a little odd?

I don't understand how this forward vector can then be changed with vectorToAdd to move in direction (Left, Right, Up, Down) in relation to the way the camera is facing.

I've also increased the point value of this question.

 

by: ikeworkPosted on 2009-09-26 at 07:41:11ID: 25429938

>> Matrix.Forward returns:
>> -M31, -M32, -M33
>> If I want to move in the direction the camera is facing I have to use:
>>-M13, -M23, -M33

Not sure what you mean, do you mean the returned vector from the Forward() - Memberfunction is wrong? If yes, please show us your example-data.


>> I don't understand how this forward vector can then be changed with vectorToAdd to move in direction (Left, Right, Up, Down) in relation to the way the camera is facing.

Cant follow you here. You have the camera quaternion and the matrix from the quaternion. What excactly do you want to do now?
If you just want to move the camera in the forward-direction, then just add the forward-vector multiplied by the distance to move to the camera position, thats it.


ike

 

by: Dr_SpankensteinPosted on 2009-09-26 at 08:12:30ID: 25430037

Here's some differences between Forward() function and Direction:

Direction = {X:0.1155887 Y:0.9297699 Z:-0.3495116}
Rotation Forward = {X:-0.3139897 Y:-0.8827476 Z:-0.3495116}

Direction = {X:-0.982073 Y:-0.06513908 Z:0.1766722}
Rotation Forward = {X:0.9841633 Y:-0.01153504 Z:0.1766722}

As for the forward vector issue.  If I get the direction the camera is facing and I want to go left (-1,0,0) from that or right (1,0,0) from that position how would I transform the left and right vectors based on the orientation of the camera?

 

by: Dr_SpankensteinPosted on 2009-09-26 at 08:22:28ID: 25430057

As a further clarification it would be the same as doing the following, only in a more efficient manner:

            float moveSpeed = 5.0f;
 
            Matrix Rotation = Matrix.CreateFromQuaternion(orientation);
 
            Vector3 Direction = Vector3.Zero;
            if (vectorToAdd == Vector3.UnitX)
            {
                Direction = new Vector3(-Rotation.M11, -Rotation.M21, -Rotation.M31); 
            }
            if (vectorToAdd == -Vector3.UnitX)
            {
                Direction = new Vector3(Rotation.M11, Rotation.M21, Rotation.M31);
            }
            if (vectorToAdd == Vector3.UnitZ)
            {
                Direction = new Vector3(Rotation.M13, Rotation.M23, Rotation.M33);
            }
            if (vectorToAdd == -Vector3.UnitZ)
            {
                Direction = new Vector3(-Rotation.M13, -Rotation.M23, -Rotation.M33);
            }
             
            position_Current += Direction * moveSpeed * elapsedTime;

                                              
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by: ikeworkPosted on 2009-09-27 at 01:47:22ID: 25433191

ok, an easy way to find out whether forward is {M13, M23, M33} or {M31, M32, M33} is this:

   Matrix test = new Matrix();
   test.Translation = new Vector3(1.0, 2.0, 3.0);

Now, if  M41 == 1.0, M42 == 2.0, M43 == 3.0  ->  then forward is {M31, M32, M33}

Otherwise its M14 == 1.0, M24 == 2.0, M34 == 3,0 ->  then forward is {M13, M23, M33}


>> how would I transform the left and right vectors based on the orientation of the camera?

You dont need to transform them, you already have the left, right, up, down etc. in the camera matrix. Just add them to the cameras position

20120131-EE-VQP-002

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