Visual Understanding of Vector3.Angle - vector

I don't understand the concept of Vector3.Angle in Unity.
Can someone please explain in detail of what it does and how it works?
It would also be really awesome if you could provide some diagrams for me understand it more, visually.

It's very straight forward, Vector3.angle. takes 2 parameters, to and from. Essentially returns the angle that's generated from one position, to another. An example would be var characterDirection would be the "from" parameter, and lets say var enemyPosition would be the "to" parameter, and it will generate an acute angle. Hope this helps, also Unity has a great scripting API you should check it out.

The first thing to understand is what a vector is. A vector is a mathematical quantity that has both a magnitude and direction. For the purpose of this question, we don't care about the magnitude but you can think of a vector as an arrow pointing in some direction.
Now, you might be confused how we draw an arrow using only Vector3(x, y, z). While you might more commonly use a Vector3 to represent a point in 3D space, it is of course also used as a vector, as the name suggests. The thing is, if you try to call Vector3.Angle(transform1.position, transform2.position) you're going to get some weird results because it's expecting vectors, not positions even though they use the same object type.
Therefore, you should instead do something like
Vector3 direction = transform2.position - transform1.position;
float angle = Vector3.Angle(direction, transform1.forward);
forward is just a shorthand for a vector along the z-axis, so this would be like looking at an angle in 2D space.

Related

Angular Velocity to rotate Heading towards Point

I have a 3D point in space, and I need to know how to pitch/yaw/roll my current heading (in the form of a 3d unit vector) to face a point. I am familiar with quaternions and rotation matrices, and I know how to represent the total rotation necessary to get my desired answer.
However, I only have control over pitch, yaw, and roll velocities (I can 'instantaneously' set their respective angular velocities), and only occasional updates on my new orientation (once every second or so). The end goal is to have some sort of PID controller (or three separates ones, but I suspect it won't work like that) controlling my current orientation. the end effect would be a slow (and hopefully convergent) wobble towards a steady state in the direction of my destination.
I have no idea how to convert the current desired quaternion/rotation matrix into a set of pitch-yaw-roll angular velocities (some sort of quaternion derivative or something?). I'm not even sure what to search for. I'm also uncertain how to apply a PID controller to this system, because I suspect there will need to be one controller for the trio as opposed to treating them each independently (although intuitively I feel this should be possible). Can anyone offer any guidance?
As a side note, if there is a solution that just involves a duo (pitch/yaw, roll/pitch, etc), then that works just fine too. I should only need 2 rotational degrees of freedom for this, but that is further from a realm that I am familiar with so I was less confident forming the question around it.
First take a look if your problem can be solved using quaternion SLERP [1], which can let you specify a scalar between 0 and 1 as the control to move from q1-->q2.
If you still need to control using the angular rotations then you can calculate the error quaternion as Nico Schertler suggested.
From that error quaternion you can use the derivative property of the quaternion (Section 4 of http://www.ecsutton.ece.ufl.edu/ens/handouts/quaternions.pdf [2]) to work out the angular rates required.
I'm pretty sure that will work, but if it does not you can also look at using the SLERP derivative (eq. 23 of http://www.geometrictools.com/Documentation/Quaternions.pdf [3]) and equating that to the Right-Hand-Side of the equation in source [2] to again get angular rates. The disadvantage to this is that you need code implementations for the quaternion exponentiation and logarithm operations.

Combining quaternions with different pivot point

Background:
I am currently implementing a skeletal animation shader in GLSL, and to save space and complexity I am using Quaternions for the bone rotations, using weighted quaternion multiplication (of each bone) to accumulate a "final rotation" for each vertex.
Something like: (pseudo-code, just assume the quaternion math works as expected)
float weights[5];
int bones[5];
vec4 position;
uniform quaternion allBoneRotations[100];
uniform vec3 allBonePositions[100];
main(){
quaternion finalQuaternion;
for(i=0;i<5;i++){finalQuaternion *= allBoneRotations[bones[i]]*weights[i];}
gl_position = position.rotateByQuaternion(finalQuaternion);
}
The real code is complicated, sloppy, and working as expected, but this should give the general idea, since this is mostly a math question anyway, the code isn't of much consequence, it's just provided for clarity.
Problem:
I was in the process of adding "pivot points"/"joint locations" to each bone (negative translate, rotate by "final quaternion", translate back) when I realized that the "final quaternion" will not have taken the different pivot points into account when combining the quaternions themselves. In this case each bone rotation will have been treated as if it was around point (0,0,0).
Given that quaternions represent only a rotation, it seems I'll either need to "add" a position to the quaternions (if possible), or simply convert all of the quaternions into matrices, then do matrix multiplication to combine the series of translations and rotations. I am really hoping the latter is not necessary, since it seems like it would be really inefficient, comparatively.
I've searched through mathoverflow, math.stackexchange, and whatever else Google provided and read the following resources so far in hopes of figuring out an answer myself:
http://shankel.best.vwh.net/QuatRot.html
http://mathworld.wolfram.com/Quaternion.html
plus various other small discussions found through Googling (I can only post 2 links)
The consensus is that Quaternions do not encode "translation" or "position" in any sense, and don't seem to provide an intuitive way to simulate it, so pure quaternion math seems unlikely to be a viable solution.
However it might be nice to have a definitive answer to this here. Does anyone know any way to "fake" a position component of a quaternion, that in some way that would keep the quaternion math efficiency, or some other method to "accumulate" rotations around different origin points that is more efficient than just computing the matrix of the quaternions, and doing matrix translation and rotation multiplications for each and every quaternion? Or perhaps some mathematical assurance that differing pivot points don't actually make any difference, and can, in fact be applied later (but I doubt it).
Or is using quaternions in this situation just a bad idea on the face of it?
Indeed, there is no such thing as a position component of a quaternion, so you'll need to track it separately. Suppose individual transformations end up being like
x' = R(q)*(x-pivot)+pivot = R(q)*x + (pivot-R(q)*pivot) = R(q)*x+p,
where q is your quaternion, R(q) is the rotation matrix built from it, and p=pivot-R(q)*pivot is the position/translation component. If you want to combine two such transformations, you can do it without going full-matrix multiplication:
x'' = R(q2)*x'+p2 = R(q2)*R(q)*x + (R(q2)*p+p2) = R(q2*q)*x + (R(q2)*p+p2).
This way the combined quaternion will be q2*q, and the combined position, R(q2)*p+p2. Note that you can even apply quaternions to vectors (R(q2)*p and so on) without explicitly building rotation matrices, if you want to absolutely avoid them.
That said, there is also a notion of "dual quaternions" which, in fact, do contain a translation component, and are presumably better for representing screw motions. Check them out on Wiki, and here (the last link also points to a paper).
After extensive additional searching, and reading more about quaternions than any sane person should, I finally discovered my answer here:
http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/other/dualQuaternion/index.htm
It turns out Dual Quaternions operate similarly to actual quaternions, with many of the mathematical operations based off of regular quaternion math, but they provide both orientation, and displacement both, and can be combined for any rotation-translation sequence needed, much like Transformation Matrix multiplication, but without the shear/scale ability.
The page also has a section that derives exactly the "rotating around an arbitrary point" functionality that I was requiring by using dual quaternion multiplication. Perhaps I should have researched a bit more before asking, but at least the answer is here now in case anyone else comes looking.

Finding vectors at right angles to heading of an entity

I'm looking for a way to find the vectors at right angles to the game entity's heading. One to the left and one to the right.
I'm using XNA if this affects the answer in any way.
Edit: this is a 2D operation. I saw on another site that the clockwise vector is simply [-y, x] and the counter-clockwise [y, -x]. This seems to work out on paper.
Thanks.
vector product (aka cross product)
The vector cross product will give you another vector that is perpendicular to the two input vectors.
The dot product can be used to tell what the angle between 2 vectors is.
However the problem description you've given only specifies one input vector, the direction of the entity. Therefore the solution is all the vectors in the plane that the direction of the entity is normal to.
I think you should look into the Vector3.Cross function, I know you're looking to do this for 2D vectors but it shouldn't matter, just set your z component of the Vector3 to 0.
You should also probably read up on Cross Products and Dot Products as they are both very relevant to graphics programming and even games programming in genrel, and will also help you beter understand how to solve many similar problems you'll encounter with your programming :)

Find X/Y/Z rotation angles from one position to another

I am using a 3D engine called Electro which is programmed using Lua. It's not a very good 3D engine, but I don't have any choice in the matter.
Anyway, I'm trying to take a flat quadrilateral and transform it to be in a specific location and orientation. I know exactly where it is supposed to go (i.e. I know the exact vertices where the corners should end up), but I'm hitting a snag in getting it rotated to the right place.
Electro does not allow you to apply transformation matrices. Instead, you must transform models by using built-in scale, position (that is, translate), and rotation functions. The rotation function takes an object and 3 angles (in degrees):
E.set_entity_rotation(entity, xangle, yangle, zangle)
The documentation does not speficy this, but after looking through Electro's source, I'm reasonably certain that the rotation is applied in order of X rotation -> Y rotation -> Z rotation.
My question is this: If my starting object is a flat quadrilateral lying on the X-Z plane centered at the origin, and the destination position is in a different location and orientation where the destination vertices are known, how could I use Electro's rotation function to rotate it into the correct orientation before I move it to the correct place?
I've been racking my brain for two days trying to figure this out, looking at math that I don't understand dealing with Euler angles and such, but I'm still lost. Can anyone help me out?
Can you tell us more about the problem? It sounds odd phrased in this way. What else do you know about the final orientation you have to hit? Is it completely arbitrary or user-specified or can you use more knowledge to help solve the problem? Is there any other Electro API you could use to help?
If you really must solve this general problem, then too bad, it's hard, and underspecified. Here's some guy's code that may work, from euclideanspace.com.
First do the translation to bring one corner of the quadrilateral to the point you'd like it to be, then apply the three rotational transformations in succession:
If you know where the quad is, and you know exactly where it needs to go, and you're certain that there are no distortions of the quad to fit it into the place where it needs to go, then you should be able to figure out the angles using the vector scalar product.
If you have two vectors, the angle between them can be calculated by taking the dot product.

Calculating rotation along a path

I am trying to animate an object, let's say its a car. I want it go from point
x1,y1,z1
to point x2,y2,z2 . It moves to those points, but it appears to be drifting rather than pointing in the direction of motion. So my question is: how can I solve this issue in my updateframe() event? Could you point me in the direction of some good resources?
Thanks.
First off how do you represent the road?
I recently done exactly this thing and I used Catmull-Rom splines for the road. To orient an object and make it follow the spline path you need to interpolate the current x,y,z position from a t that walks along the spline, then orient it along the Frenet Coordinates System or Frenet Frame for that particular position.
Basically for each point you need 3 vectors: the Tangent, the Normal, and the Binormal. The Tangent will be the actual direction you will like your object (car) to point at.
I choose Catmull-Rom because they are easy to deduct the tangents at any point - just make the (vector) difference between 2 other near points to the current one. (Say you are at t, pick t-epsilon and t+epsilon - with epsilon being a small enough constant).
For the other 2 vectors, you can use this iterative method - that is you start with a known set of vectors on one end, and you work a new set based on the previous one each updateframe() ).
You need to work out the initial orientation of the car, and the final orientation of the car at its destination, then interpolate between them to determine the orientation in between for the current timestep.
This article describes the mathematics behind doing the interpolation, as well as some other things to do with rotating objects that may be of use to you. gamasutra.com in general is an excellent resource for this sort of thing.
I think interpolating is giving the drift you are seeing.
You need to model the way steering works .. your update function should 1) move the car always in the direction of where it is pointing and 2) turn the car toward the current target .. one should not affect the other so that the turning will happen and complete more rapidly than the arriving.
In general terms, the direction the car is pointing is along its velocity vector, which is the first derivative of its position vector.
For example, if the car is going in a circle (of radius r) around the origin every n seconds then the x component of the car's position is given by:
x = r.sin(2πt/n)
and the x component of its velocity vector will be:
vx = dx/dt = r.(2π/n)cos(2πt/n)
Do this for all of the x, y and z components, normalize the resulting vector and you have your direction.
Always pointing the car toward the destination point is simple and cheap, but it won't work if the car is following a curved path. In which case you need to point the car along the tangent line at its current location (see other answers, above).
going from one position to another gives an object a velocity, a velocity is a vector, and normalising that vector will give you the direction vector of the motion that you can plug into a "look at" matrix, do the cross of the up with this vector to get the side and hey presto you have a full matrix for the direction control of the object in motion.

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