25 Quaternion
Chuck Walbourn редактировал(а) эту страницу 2022-04-26 16:45:12 -07:00
DirectXTK SimpleMath

A rotation represented as a four component vector modeled after the XNA Game Studio 4 (Microsoft.Xna.Framework.Quaternion) math library.

A quaternion is a very efficient and compact method for working with 3D rotation. A quaternion is a 4-dimensional value and only has physical meaning when it's normalized. In computer graphics, they are used to represent 3D rotations as a 4-vector (i.e. 4 float values) instead of requiring a 3x3 matrix (i.e. 9 float values) and are thus more compact. They are extremely useful implementing cameras and animation where a quaternion can smoothly interpolate between 3D rotations while avoiding the gimbal lock problem common to Euler angles.

Header

#include <SimpleMath.h>

Initialization

using namespace DirectX::SimpleMath;

Quaternion q;                     // Creates the identity quaternion [0, 0, 0, 1]
Quaternion q(0, 0, 0, 1);         // Creates a quaternion [0, 0, 0, 1]
Quaternion q( Vector3(0,0,0), 1); // Creates a quaternion [0, 0, 0, 1]
Quaternion q( Vector4(0,0,0,1) ); // Creates a quaternion [0, 0, 0, 1]

float arr[4] = { 0, 0, 0, 1 };
Quaternion q(arr);                // Creates a quaternion [0, 0, 0, 1]

Fields

  • x vector component of the quaternion
  • y vector component of the quaternion
  • z vector component of the quaternion
  • w scalar component of the quaternion

Methods

  • Comparison operators: == and !=

  • Assignment operators: =, +=, -=, *=, /=

  • Unary operators: +, -

  • Binary operators: +, -, *, /

Keep in mind that quaternion multiplication is non-commutative.

  • Length

  • LengthSquared

  • Normalize: Normalizes the quaternion. Note that only normalized quaternions correspond to 3D rotations.

  • Conjugate: Computes the conjugate of a quaternion. This result is Quaternion(-x, -y, -z, w). Note for a normalized quaternion, this is the inverse.

  • Inverse: Computes the inverse of a quaternion including normalization.

  • Dot

  • RotateTowards: Rotates the quaternion towards another target quaternion, but limited by a maximum angle in radians. This is useful for animating rotational changes.

  • ToEuler: Computes rotation about y-axis (y), then x-axis (x), then z-axis (z) as angles in radians. The return value is compatible with one of the overloads of CreateFromYawPitchRoll.

Statics

  • CreateFromAxisAngle: Creates a quaternion representing a rotation of a given angle (in radians) around an arbitrary axis vector.

  • CreateFromYawPitchRoll: Creates a quaternion representation a rotation about y-axis (yaw), then x-axis (pitch), then z-axis (roll) given in radians.

The original D3DXmath library took the rotations in the the Yaw, Pitch, Roll order and that order was replicated in XNA Game Studio. In DirectXMath, the order was normalized to Roll (X), Pitch (Y), Yaw (Z) for the parameters, but the application of the rotations is in the same order.

  • CreateFromRotationMatrix: Converts the upper 3x3 rotation in a Matrix to a quaternion.

  • Concatenate: Concatenates two quaternion rotations. Note: Concatenate(q1,q2) is equivalent to q2*q1.

  • Lerp: Linear interpolation

  • Slerp: Spherical linear interpolation

For interpolating between arbitrary 3D rotations, the slerp is the gold-standard. For small differences, however, lerp is much faster and almost identical.

  • FromToRotation: Computes a shortest-arc rotation between two directions.

  • LookRotation: Creates a rotation that aligns both given a forwards and up direction.

  • Angle: Computes the angle (in radians) between two quaternions (assuming the inputs are normalized).

Constants

  • Identity: The identity quaternion [0, 0, 0, 1]

Remark

Quaternion can freely convert to and from a XMFLOAT4 and XMVECTOR.

Further Reading

Quaternions and spatial rotation

Jonathan Blow, "Understanding Slerp, Then Not Using It", The Inner Product, April 2004 link

David Eberly, "Quaternion Algebra and Calculus" link

Sam Melax, "The Shortest Arc Quaternion", Game Programming Gems, Charles River Media (2000).

Ken Shoemake, "Quaternions", Department of Computer and Information Science, University of Pennsylvania link

See also

Vector2, Vector3, Vector4, Matrix