Quaternions

API for initializing and manipulating quaternions.

Quaternions have become a standard form for representing 3D rotations and have some nice properties when compared with other representation such as (roll,pitch,yaw) Euler angles. They can be used to interpolate between different rotations and they don’t suffer from a problem called “Gimbal lock” where two of the axis of rotation may become aligned and you loose a degree of freedom. .

c_quaternion_t
w

based on the angle of rotation it is cos(𝜃/2)

x

based on the angle of rotation and x component of the axis of rotation it is sin(𝜃/2)*axis.x

y

based on the angle of rotation and y component of the axis of rotation it is sin(𝜃/2)*axis.y

z

based on the angle of rotation and z component of the axis of rotation it is sin(𝜃/2)*axis.z

A quaternion is comprised of a scalar component and a 3D vector component. The scalar component is normally referred to as w and the vector might either be referred to as v or a (for axis) or expanded with the individual components: (x, y, z) A full quaternion would then be written as [w (x, y, z)].

Quaternions can be considered to represent an axis and angle pair although these numbers are buried somewhat under some maths...

For the curious you can see here that a given axis (a) and angle (𝜃) pair are represented in a quaternion as follows:

[w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]

Unit Quaternions: When using Quaternions to represent spatial orientations for 3D graphics it’s always assumed you have a unit quaternion. The magnitude of a quaternion is defined as:

sqrt ( +  +  + )

and a unit quaternion satisfies this equation:

 +  +  +  = 1

Most of the time we don’t have to worry about the maths involved with quaternions but if you are curious to learn more here are some external references:

1. http://mathworld.wolfram.com/Quaternion.html

2. http://www.gamedev.net/reference/articles/article1095.asp

3. http://www.cprogramming.com/tutorial/3d/quaternions.html

4. http://www.isner.com/tutorials/quatSpells/quaternion_spells_12.htm

5. 3D Maths Primer for Graphics and Game Development ISBN-10: 1556229119

6. http://www.cs.caltech.edu/courses/cs171/quatut.pdf

7. http://www.j3d.org/matrix_faq/matrfaq_latest.html:c:type:Q56

void c_quaternion_init(c_quaternion_t *quaternion, float angle, float x, float y, float z)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle you want to rotate around the given axis
  • x – The x component of your axis vector about which you want to

rotate. :param y: The y component of your axis vector about which you want to

rotate. :param z: The z component of your axis vector about which you want to

rotate.

Initializes a quaternion that rotates angle degrees around the axis vector (x, y, z). The axis vector does not need to be normalized.

Returns:A normalized, unit quaternion representing an orientation

rotated angle degrees around the axis vector (x, y, z)

void c_quaternion_init_from_angle_vector(c_quaternion_t *quaternion, float angle, const float *axis3f)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle to rotate around axis3f
  • axis3f – your 3 component axis vector about which you want to rotate.

Initializes a quaternion that rotates angle degrees around the given axis vector. The axis vector does not need to be normalized.

Returns:A normalized, unit quaternion representing an orientation

rotated angle degrees around the given axis vector.

void c_quaternion_init_identity(c_quaternion_t *quaternion)
Parameters:

Initializes the quaternion with the canonical quaternion identity [1 (0, 0, 0)] which represents no rotation. Multiplying a quaternion with this identity leaves the quaternion unchanged.

You might also want to consider using cg_get_static_identity_quaternion().

void c_quaternion_init_from_array(c_quaternion_t *quaternion, const float *array)
Parameters:
  • quaternion – A c_quaternion_t
  • array – An array of 4 floats w,(x,y,z)

Initializes a [w (x, y,z)] quaternion directly from an array of 4 floats: [w,x,y,z].

void c_quaternion_init_from_x_rotation(c_quaternion_t *quaternion, float angle)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle to rotate around the x axis

XXX: check which direction this rotates

void c_quaternion_init_from_y_rotation(c_quaternion_t *quaternion, float angle)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle to rotate around the y axis
void c_quaternion_init_from_z_rotation(c_quaternion_t *quaternion, float angle)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle to rotate around the z axis
void c_quaternion_init_from_euler(c_quaternion_t *quaternion, const c_euler_t *euler)
Parameters:
void c_quaternion_init_from_matrix(c_quaternion_t *quaternion, const c_matrix_t *matrix)
Parameters:
  • quaternion – A Quaternion
  • matrix – A rotation matrix with which to initialize the quaternion

Initializes a quaternion from a rotation matrix.

_Bool c_quaternion_equal(const void *v1, const void *v2)
Parameters:

Compares that all the components of quaternions a and b are equal.

An epsilon value is not used to compare the float components, but the == operator is at least used so that 0 and -0 are considered equal.

Returns:true if the quaternions are equal else false.
c_quaternion_t *c_quaternion_copy(const c_quaternion_t *src)
Parameters:

Allocates a new c_quaternion_t on the stack and initializes it with the same values as src.

Returns:A newly allocated c_quaternion_t which should be freed

using c_quaternion_free()

void c_quaternion_free(c_quaternion_t *quaternion)
Parameters:

Frees a c_quaternion_t that was previously allocated via c_quaternion_copy().

float c_quaternion_get_rotation_angle(const c_quaternion_t *quaternion)
Parameters:
void c_quaternion_get_rotation_axis(const c_quaternion_t *quaternion, float *vector3)
Parameters:
  • quaternion – A c_quaternion_t
  • vector3 – (out): an allocated 3-float array
void c_quaternion_normalize(c_quaternion_t *quaternion)
Parameters:
float c_quaternion_dot_product(const c_quaternion_t *a, const c_quaternion_t *b)
Parameters:
void c_quaternion_invert(c_quaternion_t *quaternion)
Parameters:
void c_quaternion_multiply(c_quaternion_t *result, const c_quaternion_t *left, const c_quaternion_t *right)
Parameters:

This combines the rotations of two quaternions into result. The operation is not commutative so the order is important; AxB != BxA. Clib follows the standard convention for quaternions here so the rotations are applied right to left. This is similar to the combining of matrices.

Note

It is possible to multiply the a quaternion in-place, so result can be equal to a but can’t be equal to b.

void c_quaternion_pow(c_quaternion_t *quaternion, float exponent)
Parameters:
void c_quaternion_slerp(c_quaternion_t *result, const c_quaternion_t *a, const c_quaternion_t *b, float t)
Parameters:

quaternion a and b.

Performs a spherical linear interpolation between two quaternions.

Noteable properties:

1. commutative: No

2. constant velocity: Yes

3. torque minimal (travels along the surface of the 4-sphere): Yes

4. more expensive than c_quaternion_nlerp()

void c_quaternion_nlerp(c_quaternion_t *result, const c_quaternion_t *a, const c_quaternion_t *b, float t)
Parameters:

quaterion a and b.

Performs a normalized linear interpolation between two quaternions. That is it does a linear interpolation of the quaternion components and then normalizes the result. This will follow the shortest arc between the two orientations (just like the slerp() function) but will not progress at a constant speed. Unlike slerp() nlerp is commutative which is useful if you are blending animations together. (I.e. nlerp (tmp, a, b) followed by nlerp (result, tmp, d) is the same as nlerp (tmp, a, d) followed by nlerp (result, tmp, b)). Finally nlerp is cheaper than slerp so it can be a good choice if you don’t need the constant speed property of the slerp() function.

Notable properties:

1. commutative: Yes

2. constant velocity: No

3. torque minimal (travels along the surface of the 4-sphere): Yes

4. faster than c_quaternion_slerp()

void c_quaternion_squad(c_quaternion_t *result, const c_quaternion_t *prev, const c_quaternion_t *a, const c_quaternion_t *b, const c_quaternion_t *next, float t)
Parameters:

quaternion a and b.

void c_quaternion_init(c_quaternion_t *quaternion, float angle, float x, float y, float z)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle you want to rotate around the given axis
  • x – The x component of your axis vector about which you want to

rotate. :param y: The y component of your axis vector about which you want to

rotate. :param z: The z component of your axis vector about which you want to

rotate.

Initializes a quaternion that rotates angle degrees around the axis vector (x, y, z). The axis vector does not need to be normalized.

Returns:A normalized, unit quaternion representing an orientation

rotated angle degrees around the axis vector (x, y, z)

void c_quaternion_init_from_angle_vector(c_quaternion_t *quaternion, float angle, const float *axis3f)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle to rotate around axis3f
  • axis3f – your 3 component axis vector about which you want to rotate.

Initializes a quaternion that rotates angle degrees around the given axis vector. The axis vector does not need to be normalized.

Returns:A normalized, unit quaternion representing an orientation

rotated angle degrees around the given axis vector.

void c_quaternion_init_identity(c_quaternion_t *quaternion)
Parameters:

Initializes the quaternion with the canonical quaternion identity [1 (0, 0, 0)] which represents no rotation. Multiplying a quaternion with this identity leaves the quaternion unchanged.

You might also want to consider using cg_get_static_identity_quaternion().

void c_quaternion_init_from_array(c_quaternion_t *quaternion, const float *array)
Parameters:
  • quaternion – A c_quaternion_t
  • array – An array of 4 floats w,(x,y,z)

Initializes a [w (x, y,z)] quaternion directly from an array of 4 floats: [w,x,y,z].

void c_quaternion_init_from_x_rotation(c_quaternion_t *quaternion, float angle)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle to rotate around the x axis

XXX: check which direction this rotates

void c_quaternion_init_from_y_rotation(c_quaternion_t *quaternion, float angle)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle to rotate around the y axis
void c_quaternion_init_from_z_rotation(c_quaternion_t *quaternion, float angle)
Parameters:
  • quaternion – An uninitialized c_quaternion_t
  • angle – The angle to rotate around the z axis
void c_quaternion_init_from_euler(c_quaternion_t *quaternion, const c_euler_t *euler)
Parameters:
void c_quaternion_init_from_matrix(c_quaternion_t *quaternion, const c_matrix_t *matrix)
Parameters:
  • quaternion – A Quaternion
  • matrix – A rotation matrix with which to initialize the quaternion

Initializes a quaternion from a rotation matrix.

_Bool c_quaternion_equal(const void *v1, const void *v2)
Parameters:

Compares that all the components of quaternions a and b are equal.

An epsilon value is not used to compare the float components, but the == operator is at least used so that 0 and -0 are considered equal.

Returns:true if the quaternions are equal else false.
c_quaternion_t *c_quaternion_copy(const c_quaternion_t *src)
Parameters:

Allocates a new c_quaternion_t on the stack and initializes it with the same values as src.

Returns:A newly allocated c_quaternion_t which should be freed

using c_quaternion_free()

void c_quaternion_free(c_quaternion_t *quaternion)
Parameters:

Frees a c_quaternion_t that was previously allocated via c_quaternion_copy().

float c_quaternion_get_rotation_angle(const c_quaternion_t *quaternion)
Parameters:
void c_quaternion_get_rotation_axis(const c_quaternion_t *quaternion, float *vector3)
Parameters:
  • quaternion – A c_quaternion_t
  • vector3 – (out): an allocated 3-float array
void c_quaternion_normalize(c_quaternion_t *quaternion)
Parameters:
float c_quaternion_dot_product(const c_quaternion_t *a, const c_quaternion_t *b)
Parameters:
void c_quaternion_invert(c_quaternion_t *quaternion)
Parameters:
void c_quaternion_multiply(c_quaternion_t *result, const c_quaternion_t *left, const c_quaternion_t *right)
Parameters:

This combines the rotations of two quaternions into result. The operation is not commutative so the order is important; AxB != BxA. Clib follows the standard convention for quaternions here so the rotations are applied right to left. This is similar to the combining of matrices.

Note

It is possible to multiply the a quaternion in-place, so result can be equal to a but can’t be equal to b.

void c_quaternion_pow(c_quaternion_t *quaternion, float exponent)
Parameters:
void c_quaternion_slerp(c_quaternion_t *result, const c_quaternion_t *a, const c_quaternion_t *b, float t)
Parameters:

quaternion a and b.

Performs a spherical linear interpolation between two quaternions.

Noteable properties:

1. commutative: No

2. constant velocity: Yes

3. torque minimal (travels along the surface of the 4-sphere): Yes

4. more expensive than c_quaternion_nlerp()

void c_quaternion_nlerp(c_quaternion_t *result, const c_quaternion_t *a, const c_quaternion_t *b, float t)
Parameters:

quaterion a and b.

Performs a normalized linear interpolation between two quaternions. That is it does a linear interpolation of the quaternion components and then normalizes the result. This will follow the shortest arc between the two orientations (just like the slerp() function) but will not progress at a constant speed. Unlike slerp() nlerp is commutative which is useful if you are blending animations together. (I.e. nlerp (tmp, a, b) followed by nlerp (result, tmp, d) is the same as nlerp (tmp, a, d) followed by nlerp (result, tmp, b)). Finally nlerp is cheaper than slerp so it can be a good choice if you don’t need the constant speed property of the slerp() function.

Notable properties:

1. commutative: Yes

2. constant velocity: No

3. torque minimal (travels along the surface of the 4-sphere): Yes

4. faster than c_quaternion_slerp()

void c_quaternion_squad(c_quaternion_t *result, const c_quaternion_t *prev, const c_quaternion_t *a, const c_quaternion_t *b, const c_quaternion_t *next, float t)
Parameters:

quaternion a and b.