Last active
October 2, 2024 11:45
-
-
Save maxattack/4c7b4de00f5c1b95a33b to your computer and use it in GitHub Desktop.
Some Helper Methods for Quaternions in Unity3D
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
/* | |
Copyright 2016 Max Kaufmann ([email protected]) | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
*/ | |
public static class QuaternionUtil { | |
public static Quaternion AngVelToDeriv(Quaternion Current, Vector3 AngVel) { | |
var Spin = new Quaternion(AngVel.x, AngVel.y, AngVel.z, 0f); | |
var Result = Spin * Current; | |
return new Quaternion(0.5f * Result.x, 0.5f * Result.y, 0.5f * Result.z, 0.5f * Result.w); | |
} | |
public static Vector3 DerivToAngVel(Quaternion Current, Quaternion Deriv) { | |
var Result = Deriv * Quaternion.Inverse(Current); | |
return new Vector3(2f * Result.x, 2f * Result.y, 2f * Result.z); | |
} | |
public static Quaternion IntegrateRotation(Quaternion Rotation, Vector3 AngularVelocity, float DeltaTime) { | |
if (DeltaTime < Mathf.Epsilon) return Rotation; | |
var Deriv = AngVelToDeriv(Rotation, AngularVelocity); | |
var Pred = new Vector4( | |
Rotation.x + Deriv.x * DeltaTime, | |
Rotation.y + Deriv.y * DeltaTime, | |
Rotation.z + Deriv.z * DeltaTime, | |
Rotation.w + Deriv.w * DeltaTime | |
).normalized; | |
return new Quaternion(Pred.x, Pred.y, Pred.z, Pred.w); | |
} | |
public static Quaternion SmoothDamp(Quaternion rot, Quaternion target, ref Quaternion deriv, float time) { | |
if (Time.deltaTime < Mathf.Epsilon) return rot; | |
// account for double-cover | |
var Dot = Quaternion.Dot(rot, target); | |
var Multi = Dot > 0f ? 1f : -1f; | |
target.x *= Multi; | |
target.y *= Multi; | |
target.z *= Multi; | |
target.w *= Multi; | |
// smooth damp (nlerp approx) | |
var Result = new Vector4( | |
Mathf.SmoothDamp(rot.x, target.x, ref deriv.x, time), | |
Mathf.SmoothDamp(rot.y, target.y, ref deriv.y, time), | |
Mathf.SmoothDamp(rot.z, target.z, ref deriv.z, time), | |
Mathf.SmoothDamp(rot.w, target.w, ref deriv.w, time) | |
).normalized; | |
// ensure deriv is tangent | |
var derivError = Vector4.Project(new Vector4(deriv.x, deriv.y, deriv.z, deriv.w), Result); | |
deriv.x -= derivError.x; | |
deriv.y -= derivError.y; | |
deriv.z -= derivError.z; | |
deriv.w -= derivError.w; | |
return new Quaternion(Result.x, Result.y, Result.z, Result.w); | |
} | |
} |
whats deriv
@p1ckLL "deriv" is equivalent to "ref Vector3 currentVelocity" in the Vector3.SmoothDamp() method.
It is used to store the current velocity of the interpolated value, so that we can use it in the next interpolation.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
I recommend using Quaternion.ToEulerAngles and Quaternion.EulerAngles to convert between AngVel and Deriv. I tested your code and the SmoothDamp works fine, but the other functions make wrong rotation. Thanks for the code btw