# Expressing a quaternion with zero rotation

• 08-12-2010
shrink_tubing
Expressing a quaternion with zero rotation
Hi!

How do you do this? Up to now all formulas I've seen will cause the x y and z parts to collapse by sin(theta/2) if theta is 0. So how do you express say an orientation straight down the x-axis with no rotation about that axis? Thanks ;)
• 08-12-2010
VirtualAce
A zero rotation quaternion would be the unit quaternion.
• 08-13-2010
shrink_tubing
Thanks mate. Out of curiousity what would its values be for an orientation down the x-axis? I did some research on unit quats but got more confused :)
• 08-13-2010
VirtualAce
What do you mean an orientation down the x - axis?
• 08-13-2010
brewbuck
I think the question is, how can you produce a quaternion which points down the x-axis but expresses a rotation of 0? The answer is there's no such thing -- a rotation of 0 about the x-axis is a rotation of 0 about any axis. It's like asking which way the zero vector is pointing. It doesn't point anywhere at all.
• 08-13-2010
phantomotap
O_o

Left-handed devils or right-handed devils?

*shrug*

Either way, I'd say a rotation of 90 degrees should suit you.

Soma
• 08-13-2010
phantomotap
Quote:

how can you produce a quaternion which points down the x-axis but expresses a rotation of 0?
Wow. If that's his question, he wasn't kidding about being confused.

Soma
• 08-14-2010
shrink_tubing
You'd better believe it!!!! I got it figured in the end, thanks guys ;)
• 08-14-2010
VirtualAce
Some code from my quaternion camera. Most of it taken from various tutorials on the internet and then plugged in to my existing system. Don't ask me how quaternions work b/c the math behind them is complex. I just know properties of them and various operations that can be performed on them. So this is one of those things in my book that 'just works'.

Code:

```void X3DCamera::Pitch(float angle) {     D3DXQUATERNION quat = m_qRot;     D3DXQuaternionRotationAxis(&quat,TransformVector(&m_qRot,                           &D3DXVECTOR3(1.0f, 0.0f, 0.0f)),                           angle);         m_qRot *= quat;     D3DXQuaternionNormalize(&m_qRot,&m_qRot);     m_inTransition = true; } void X3DCamera::Yaw(float angle) {     m_yaw += angle;     D3DXMATRIX matRot;     D3DXQUATERNION quat;     D3DXMatrixRotationY(&matRot,m_yaw);     D3DXQuaternionRotationMatrix(&quat,&matRot);     D3DXQuaternionRotationAxis(&quat,TransformVector(&quat,                               &D3DXVECTOR3(0.0f, 1.0f, 0.0f)),                                                   angle);         m_qRot *= quat;     D3DXQuaternionNormalize(&m_qRot,&m_qRot);     m_inTransition = true; } void X3DCamera::Roll(float angle) {     D3DXQUATERNION quat = m_qRot;     D3DXQuaternionRotationAxis(&quat,TransformVector(&m_qRot,                           &D3DXVECTOR3(0.0f, 0.0f, 1.0f)),                           angle);      m_qRot *= quat;     D3DXQuaternionNormalize(&m_qRot , &m_qRot);     m_inTransition = true; } D3DXVECTOR3* X3DCamera::TransformVector(D3DXQUATERNION *pOrientation, D3DXVECTOR3 *pAxis) {     D3DVECTOR vNewAxis;     D3DXMATRIX matRotation;     // Build a matrix from the quaternion.     D3DXMatrixRotationQuaternion(&matRotation, pOrientation);     // Transform the queried axis vector by the matrix.     vNewAxis.x = pAxis->x * matRotation._11 + pAxis->y * matRotation._21 + pAxis->z *      matRotation._31 + matRotation._41;     vNewAxis.y = pAxis->x * matRotation._12 + pAxis->y * matRotation._22 + pAxis->z *     matRotation._32 + matRotation._42;     vNewAxis.z = pAxis->x * matRotation._13 + pAxis->y * matRotation._23 + pAxis->z *     matRotation._33 + matRotation._43;     memcpy(pAxis, &vNewAxis, sizeof(vNewAxis)); // Copy axis.     return(pAxis); } void X3DCamera::GetViewMatrix(D3DXMATRIX *outMatrix) {     D3DXMATRIX matRot;     D3DXQuaternionNormalize(&m_qRot,&m_qRot);     D3DXMatrixRotationQuaternion(&matRot,&D3DXQUATERNION(-m_qRot.x,-m_qRot.y,-m_qRot.z,m_qRot.w));         D3DXVECTOR3 vecLook(matRot._13,matRot._23,matRot._33);     D3DXVECTOR3 vecOrbitPos = m_vecTargetPos + vecLook * -m_fCamDist;     D3DXMATRIX matOrbit;     D3DXMatrixTranslation(&matOrbit,-vecOrbitPos.x,-vecOrbitPos.y,-vecOrbitPos.z);         D3DXMATRIX matTrans;     D3DXMatrixTranslation(&matTrans,-Pos.x,-Pos.y,-Pos.z);         m_matView = matOrbit * matRot * matTrans;     *outMatrix = m_matView; }```
• 08-15-2010
shrink_tubing
That's really nice! Can i copy that please?
• 08-15-2010
phantomotap
O_o

I don't imagine that he would've posted the example if he didn't intend for you to make use of it.

Soma
• 08-15-2010
VirtualAce
Quote:

I don't imagine that he would've posted the example if he didn't intend for you to make use of it.
Hehe. :) One would think that such a conclusion was obvious but perhaps not. :D
• 08-18-2010
shrink_tubing
Or it could even be described as being polite......

And i don't see why something you sweated over to make should just be acquired by someone without asking your permission first ;)