Sample Rotations
In order to try to explain things I thought it might help to work out a simple
case where rotations are only allowed in mutiples of 90 degrees. This should
make it easier to illustrate the orientation with a simple aeroplane figure,
we can rotate this either about the x,y or z axis as shown here:
When we combine these rotations about the x,y and z axies in 90 degree multiples
there are 24 possible orientations as in the table shown below.
In the following table we will need to know what quadrant the results are in,
so I have taken some sample results from Math.atan2
heading applied first giving 4 possible orientations:

reference orientation
angle = 0 degrees
axis = 1,0,0
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 1 |

rotate by 90 degrees about y axis
angle = 90 degrees
axis = 0,1,0
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.7071 + j 0.7071
|

rotate by 180 degrees about y axis
angle = 180 degrees
axis = 0,1,0
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = j
|

rotate by 270 degrees about y axis
angle = 90 degrees
axis = 0,-1,0
or
angle = -90 degrees
axis = 0,1,0
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.7071 - j 0.7071
(equivilant rotation to:
-0.7071 + j 0.7071)
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Then apply attitude +90 degrees for each of the above: (note: that if we went
on to apply bank to these it would just rotate between these values, the straight
up and streight down orientations are known as singularities because they can
be fully defined without using the bank value)

angle = 90 degrees
axis = 0,0,1
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.7071 + k 0.7071
|

angle = 120 degrees
axis = 0.5774,0.5774,0.5774
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.5 + i 0.5 + j 0.5 + k 0.5
|

angle = 180 degrees
axis = 0.7071,0.7071,0
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = i 0.7071 +j 0.7071
|

angle = 120 degrees
axis = -0.5774,-0.5774,0.5774
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.5 - i 0.5 - j 0.5 + k 0.5
|
Or instead apply attitude -90 degrees (also a singularity):

angle = 90 degrees
axis = 0,0,-1
(equivilant rotation to:
angle = -90 degrees
axis = 0,0,1)
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.7071 - k 0.7071
(equivilant rotation to:
-0.7071 + k 0.7071) |

angle = 120 degrees
axis = -0.5774,0.5774,-0.5774
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.5 - i 0.5 + j 0.5 - k 0.5 |

angle = 180 degrees
axis = -0.7071,0.7071,0
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = -i 0.7071 + j 0.7071
(equivilant rotation to:
i 0.7071 - j 0.7071) |

angle = 120 degrees
axis = 0.5774,-0.5774,-0.5774
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.5 + i 0.5 - j 0.5 - k 0.5 |
Normally we dont go beond attitude + or - 90 degrees because thes are singularities,
instead apply bank +90 degrees:

angle = 90 degrees
axis = 1,0,0
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.7071 + i 0.7071 |

angle = 120 degrees
axis = 0.5774,0.5774,-0.5774
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.5 + i 0.5 + j 0.5 - k 0.5 |

angle = 180 degrees
axis = 0,0.7071,-0.7071
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = j 0.7071 - k 0.7071 |

angle = 120 degrees
axis = 0.5774,-0.5774,0.5774
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.5 + i 0.5 - j 0.5 + k 0.5 |
Apply bank +180 degrees:

angle = 180 degrees
axis = 1,0,0
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = i
|

angle = 180 degrees
axis = 0.7071,0,-0.7071
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = i 0.7071 - k 0.7071
|

angle = 180 degrees
axis = 0,0,1
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = k |

angle = 180 degrees
axis = 0.7071,0,0.7071
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = i 0.7071 + k 0.7071 |
Apply bank -90 degrees:

angle = 90 degrees
axis = -1,0,0
(equivilant rotation to:
angle = -90 degrees
axis = 1,0,0)
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.7071 - i 0.7071
(equivilant rotation to:
-0.7071 + i 0.7071) |

angle = 120 degrees
axis = -0.5774,0.5774,0.5774
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.5 - i 0.5 + j 0.5 + k 0.5 |

angle = 180 degrees
axis = 0,0.7071,0.7071
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = j 0.7071 + k 0.7071 |

angle = 120 degrees
axis = -0.5774,-0.5774,-0.5774
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
q = 0.5 - i 0.5 - j 0.5 - k 0.5 |
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metadata block
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| see also: |
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| Correspondence about this page |
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Book Shop - Further reading.
Where I can, I have put links to Amazon for books that are relevant to
the subject, click on the appropriate country flag to get more details
of the book or to buy it from them.
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Visualizing Quaternions by Andrew J. Hanson
Other Math Books
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Commercial Software Shop
Where I can, I have put links to Amazon for commercial software, not
directly related to the software project, but related to the subject being
discussed, click on the appropriate country flag to get more details of
the software or to buy it from them.
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Can you help?
Please send me any improvements to
here. I would appreciate ideas to make the pages more useful including
error correction, ideas for new pages, improvements to wording. It helps
if you quote the full URL of the page.
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progam
I am working on a project which uses these principles, if you would like
to help me with this you are welcome to join in, here:
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http://sourceforge.net/projects/mjbworld/
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