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toEuler ZXY conversion

Open Apidcloud opened this issue 3 years ago • 1 comments

Hello!

I'm trying to reproduce the output one would get when using Unity Quaternion's eulerAngles in javascript, and I believe I'm getting different results because of the order of the rotations. Unity uses ZXY, whereas this library uses ZYX for the euler conversion, correct?

I'm doing the following test: // Quaternion.js

var w = 0.87851f;
var x = -0.24479f;
var y = -0.18215f;
var z = 0.36758f;
var quat = new Quaternion(w, x, y, z);
quat.toEuler();
// convert eah value from rad to degrees with * 180 / Math.PI 
// outputs (after rad to degree conversion) x (roll): -34.724241397722885, y (pitch): -8.052555186105621, z (yaw): 47.93138878621218

// unity3d

var quat = new Quaternion(x, y, z, w);
quat.eulerAngles;
// outputs (x: 342.77, y: 328.43, z: 50.31)

Would it be possible to also support ZXY? If you point me in the right direction I can create a PR with that support. Thanks!

Apidcloud avatar Jul 12 '22 10:07 Apidcloud

I was able to reproduce Unity's behaviour by manually converting to the ... using the implementations shown here by frodo2975.

I'll leave all of them here, in case the thread from stackoverflow disappears:

///////////////////////////////
// Quaternion to Euler
///////////////////////////////
enum RotSeq{zyx, zyz, zxy, zxz, yxz, yxy, yzx, yzy, xyz, xyx, xzy,xzx};

void twoaxisrot(double r11, double r12, double r21, double r31, double r32, double res[]){
  res[0] = atan2( r11, r12 );
  res[1] = acos ( r21 );
  res[2] = atan2( r31, r32 );
}

void threeaxisrot(double r11, double r12, double r21, double r31, double r32, double res[]){
  res[0] = atan2( r31, r32 );
  res[1] = asin ( r21 );
  res[2] = atan2( r11, r12 );
}

void quaternion2Euler(const Quaternion& q, double res[], RotSeq rotSeq)
{
    switch(rotSeq){
    case zyx:
      threeaxisrot( 2*(q.x*q.y + q.w*q.z),
                     q.w*q.w + q.x*q.x - q.y*q.y - q.z*q.z,
                    -2*(q.x*q.z - q.w*q.y),
                     2*(q.y*q.z + q.w*q.x),
                     q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z,
                     res);
      break;

    case zyz:
      twoaxisrot( 2*(q.y*q.z - q.w*q.x),
                   2*(q.x*q.z + q.w*q.y),
                   q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z,
                   2*(q.y*q.z + q.w*q.x),
                  -2*(q.x*q.z - q.w*q.y),
                  res);
      break;

    case zxy:
      threeaxisrot( -2*(q.x*q.y - q.w*q.z),
                      q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z,
                      2*(q.y*q.z + q.w*q.x),
                     -2*(q.x*q.z - q.w*q.y),
                      q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z,
                      res);
      break;

    case zxz:
      twoaxisrot( 2*(q.x*q.z + q.w*q.y),
                  -2*(q.y*q.z - q.w*q.x),
                   q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z,
                   2*(q.x*q.z - q.w*q.y),
                   2*(q.y*q.z + q.w*q.x),
                   res);
      break;

    case yxz:
      threeaxisrot( 2*(q.x*q.z + q.w*q.y),
                     q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z,
                    -2*(q.y*q.z - q.w*q.x),
                     2*(q.x*q.y + q.w*q.z),
                     q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z,
                     res);
      break;

    case yxy:
      twoaxisrot( 2*(q.x*q.y - q.w*q.z),
                   2*(q.y*q.z + q.w*q.x),
                   q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z,
                   2*(q.x*q.y + q.w*q.z),
                  -2*(q.y*q.z - q.w*q.x),
                  res);
      break;

    case yzx:
      threeaxisrot( -2*(q.x*q.z - q.w*q.y),
                      q.w*q.w + q.x*q.x - q.y*q.y - q.z*q.z,
                      2*(q.x*q.y + q.w*q.z),
                     -2*(q.y*q.z - q.w*q.x),
                      q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z,
                      res);
      break;

    case yzy:
      twoaxisrot( 2*(q.y*q.z + q.w*q.x),
                  -2*(q.x*q.y - q.w*q.z),
                   q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z,
                   2*(q.y*q.z - q.w*q.x),
                   2*(q.x*q.y + q.w*q.z),
                   res);
      break;

    case xyz:
      threeaxisrot( -2*(q.y*q.z - q.w*q.x),
                    q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z,
                    2*(q.x*q.z + q.w*q.y),
                   -2*(q.x*q.y - q.w*q.z),
                    q.w*q.w + q.x*q.x - q.y*q.y - q.z*q.z,
                    res);
      break;

    case xyx:
      twoaxisrot( 2*(q.x*q.y + q.w*q.z),
                  -2*(q.x*q.z - q.w*q.y),
                   q.w*q.w + q.x*q.x - q.y*q.y - q.z*q.z,
                   2*(q.x*q.y - q.w*q.z),
                   2*(q.x*q.z + q.w*q.y),
                   res);
      break;

    case xzy:
      threeaxisrot( 2*(q.y*q.z + q.w*q.x),
                     q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z,
                    -2*(q.x*q.y - q.w*q.z),
                     2*(q.x*q.z + q.w*q.y),
                     q.w*q.w + q.x*q.x - q.y*q.y - q.z*q.z,
                     res);
      break;

    case xzx:
      twoaxisrot( 2*(q.x*q.z - q.w*q.y),
                   2*(q.x*q.y + q.w*q.z),
                   q.w*q.w + q.x*q.x - q.y*q.y - q.z*q.z,
                   2*(q.x*q.z + q.w*q.y),
                  -2*(q.x*q.y - q.w*q.z),
                  res);
      break;
    default:
      std::cout << "Unknown rotation sequence" << std::endl;
      break;
   }
}

Specifically, to get Unity's conversion, one needs to use the YXZ conversion, and then switch the axis (y becomes x, z becomes y, x becomes z). ThreeAxisRot would then look like this, instead:

function threeAxisRot(r11, r12, r21, r31, r32){
      return [Math.asin(r21), Math.atan2(r11, r12), Math.atan2(r31, r32)]
    }

Apidcloud avatar Jul 19 '22 17:07 Apidcloud

I did not check against unity, I just published v1.4.4 which is the first approach to solve this issue. Could you please verify the implementation?

infusion avatar Jul 17 '23 14:07 infusion

I derived all the math myself, tested it and published a new version

infusion avatar Aug 19 '23 13:08 infusion