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Smooth rotation with quaternions

Quaternion can describe not only rotation, but also an orientation, i.e. rotation from initial (zero) position.

I was wishing to model smooth rotation from one orientation to another. I calculated start orientation startOrientation and end orientation endOrientation and was wishing to describe intermediate orientations as startOrientation*(1-argument) + endOrientation*argument while argument changes from 0 to 1.

The code for monkey engine update function is follows:

@Override
    public void simpleUpdate(float tpf) {

        if( endOrientation != null ) {

            if( !started ) {
                started = true;
            }
            else {

                fraction += tpf * speed;
                argument = (float) ((1 - Math.cos(fraction * Math.PI)) / 2);

                orientation = startOrientation.mult(1-argument).add(endOrientation.mult(argument));
                //orientation = startOrientation.mult(1-fraction).add(endOrientation.mult(fraction));
                log.debug("tpf = {}, fraction = {}, argument = {}", tpf, fraction, argument);
                //log.debug("orientation = {}", orientation);

                rootNode.setLocalRotation(orientation);

                if( fraction >= 1 ) {

                    rootNode.setLocalRotation(endOrientation);
                    log.debug("Stopped rotating");

                    startOrientation = endOrientation = null;
                    fraction = 0;
                    started = false;
                }
            }
        }


    }

The cosine formula was expected to model smooth accelerating at the beginning and decelerating at the end.

The code works but not as expected: the smooth rotation starts and finishes long before fraction and argument values reach 1 and I don't understand, why.

Why the orientation value reaches endOrientation so fast?

like image 670
Dims Avatar asked Oct 01 '22 12:10

Dims


1 Answers

You have stated that in your case startOrientation was being modified. However; the following remains true

Interpolating between quaternions

The method slerp is included within the Quaternion class for this purpose: interpolating between two rotations.

Assuming we have two quaternions startOrientation and endOrientation and we want the point interpolation between them then we interpolate between then using the following code:

float interpolation=0.2f;
Quaternion result=new Quaternion();
result.slerp(startOrientation, endOrientation, interpolation);

Why your approach may be dangerous

Quaternions are somewhat complex internally and follow somewhat different mathematical rules to say vectors. You have called the multiply(float scalar) method on the quaternion. Internally this looks like this

public QuaternionD mult(float scalar) {
        return new QuaternionD(scalar * x, scalar * y, scalar * z, scalar * w);
}

So it just does a simple multiplication of all the elements. This explicitly does not return a rotation that is scalar times the size. In fact such a quaternion no longer represents a valid rotation at all since its no longer a unit quaternion. If you called normalise on this quaterion it would immediately undo the scaling. I'm sure Quaternion#multiply(float scalar) has some use but I am yet to find them.

It is also the case that "adding" quaternions does not combine them. In fact you multiply them. So combining q1 then q2 then q3 would be achieved as follows:

Quaternion q0 = q1.mult(q2).mult(q3);

The cheat sheet is incredibly useful for this

Formula vs slerp comparison

In your case your formula for interpolation is nearly but not quite correct. This shows a graph of yaw for interpolation between 2 quaternions using both methods

enter image description here

like image 161
Richard Tingle Avatar answered Oct 03 '22 02:10

Richard Tingle