quaternion | Add built-in support for quaternions to numpy | Animation library

 by   moble Python Version: v2022.4.3 License: MIT

kandi X-RAY | quaternion Summary

kandi X-RAY | quaternion Summary

quaternion is a Python library typically used in User Interface, Animation, Numpy applications. quaternion has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can install using 'pip install quaternion' or download it from GitHub, PyPI.

This Python module adds a quaternion dtype to NumPy. The code was originally based on code by Martin Ling (which he wrote with help from Mark Wiebe), but has been rewritten with ideas from rational to work with both python 2.x and 3.x (and to fix a few bugs), and greatly expands the applications of quaternions. See also the pure-python package quaternionic.
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            kandi-support Support

              quaternion has a low active ecosystem.
              It has 556 star(s) with 84 fork(s). There are 22 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 3 open issues and 157 have been closed. On average issues are closed in 14 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of quaternion is v2022.4.3

            kandi-Quality Quality

              quaternion has 0 bugs and 0 code smells.

            kandi-Security Security

              quaternion has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              quaternion code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              quaternion is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              quaternion releases are available to install and integrate.
              Deployable package is available in PyPI.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.
              quaternion saves you 1015 person hours of effort in developing the same functionality from scratch.
              It has 2305 lines of code, 125 functions and 10 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed quaternion and discovered the below as its top functions. This is intended to give you an instant insight into quaternion implemented functionality, and help decide if they suit your requirements.
            • R Derivative of f d
            • Derivative of the derivative function
            • Calculate the derivative of f
            • Calculate the derivative of a 3D function
            • Rotate a rotation matrix
            • Convert a quaternion to a rotation matrix
            • Convert a quaternion
            • Convert a rotation matrix to a 3x3 matrix
            • View a numpy array
            • Convert q into spherical coordinates
            • Convert euler angles to euler angles
            • Calculate optimal alignment in chordal metric
            • Compute the mean rotation in chordal metric
            • Integrate an angular velocity
            • Append a new row
            • Calculate a quaternion
            • Flip a quaternions
            • Create a quaternion from spherical coordinates
            • Generate a quaternion from an euler angles
            • Convert a rotation matrix into a quaternion
            • Convert to rotation vector
            • Parse message
            • Replace the Quaternion version
            Get all kandi verified functions for this library.

            quaternion Key Features

            No Key Features are available at this moment for quaternion.

            quaternion Examples and Code Snippets

            How to compute angular velocity using numpy-quaternion
            Pythondot img1Lines of Code : 5dot img1License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            delta_q = normalize_quaternion(quaternion_product(orient_cur, get_conjugate(orient_prev)))
            delta_q_len = np.linalg.norm(delta_q[1:])
            delta_q_angle = 2*np.arctan2(delta_q_len, delta_q[0])
            w = delta_q[1:] * delta_q_angle * fs
            
            quaternion generation with non minimal rotation arc
            Pythondot img2Lines of Code : 80dot img2License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            In [2]: theta = np.pi  / 3.0
               ...: phi = np.pi / 3.0
               ...: 
            
            In [3]: q1 = q.from_spherical_coords(theta,0)
            In [4]: q1
            Out[4]: quaternion(0.866025403784439, -0, 0.5, 0)
            In [5]: q2 = q.from_spherical_coords(0,phi)
            Tensorflow segfault when using with numpy-quaternion library
            Pythondot img3Lines of Code : 3dot img3License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            sudo apt-get install libtcmalloc-minimal4
            export LD_PRELOAD="/usr/lib/libtcmalloc_minimal.so.4"
            

            Community Discussions

            QUESTION

            Rotate to opposite direction
            Asked 2021-Jun-13 at 14:55

            Unity2D How to make game object to face opposite from the position of another game object? I have a fish that is going always forward and randomly rotating to make semi random movement, and i want that in range of player(shark) the fish change direction opposite to shark and start moving faster(trying to escape). I have speed increase already but i doknt know how to make the opposite direction.

            ...

            ANSWER

            Answered 2021-Jun-13 at 14:55

            Notice: at the part when I am saying to add/subtract 90 (you’ll know when you get there), try adding 90, if that doesn’t work, try subtracting 90 to get the right result.

            To make it move fully the opposite direction, you should do a few things. First, I will tell you about Mathf.Atan2(float y, float x). Atan2 is arctangent. Arctangent takes a position, and finds the amount of rotations to rotate at that object, in radians. Then, you would want to multiply by Mathf.Rad2Deg, or radians to degrees. It converts radians to degrees, which unity uses. Then, you would add some degrees to face the opposite direction.

            Here is a way to make an object look away from the the mouse:

            Source https://stackoverflow.com/questions/67951169

            QUESTION

            Grenade spawns in the wrong location
            Asked 2021-Jun-11 at 21:37

            In my game I want to have a floating monster that's attack throws a grenade at the player. My problem is that the grenade only spawns in 0, 0, 0. In my script I make it so that the zombies spawns in on its own location but for some reason that doesn't work. I tried making it spawn by having the spawn location equal new Vector3(100, 100, 100) but it still spawned at 0, 0, 0. I know that the co-routine runs because I put a Debug.Log. Thanks for the help!

            Edit #2: I can't have a rigidbody on the script. I have edited the movement script and I have found that no mater what if a rigidbody is added then it will go to 0, 0, 0.

            Edit #3: I updated the scripts

            Here is my script: (Sorry if the code is bad)

            ...

            ANSWER

            Answered 2021-Jun-11 at 20:12

            You could set its position in the Instantiate line. Instantiate has several arguments. You can set its position in Instantiate, as well as its rotation and parent.

            Set it to this:

            Source https://stackoverflow.com/questions/67942847

            QUESTION

            how can i add cooldown to a GetKey for position and rotation transforms in C#? unity3d
            Asked 2021-Jun-11 at 11:07

            im trying to reset my car position by pressing Q to avoid the vehicle to be stuck rollover, but when i press Q, there is no cooldown and if i keep pressing the car will go up flying. I dont want that, hopefully someone can help me :> I also wanted to change only the X and Z rotation with the same keycode but im having problems to make it work.

            This is the code that i have currently

            ...

            ANSWER

            Answered 2021-Jun-11 at 11:07

            Common solution is to use Time.time difference.

            Source https://stackoverflow.com/questions/67929908

            QUESTION

            RotateAround an object with using Quaternion
            Asked 2021-Jun-10 at 16:02

            I have a great question for code masters. Think about you have only a calculated rotation value to rotate the transform. But you have to rotate around with its child pivot position. How do you solve this problem?

            Thank you for your time :)

            ...

            ANSWER

            Answered 2021-Jun-02 at 23:33

            I wrote the code. Here is the solution.

            Source https://stackoverflow.com/questions/67804791

            QUESTION

            how does Unity implements Vector3.Slerp exactly?
            Asked 2021-Jun-10 at 11:38

            For my research I need to know, how exactly Unity implements the Slerp function for Vector3.

            The Unity3D documentation descripes, that the input vectors are treated as directions rather than points in space. But it doesn´t explain, if there are quaternions used intern.

            The Unity3D-C#-Reference mentionied Vector3.Slerp here:

            ...

            ANSWER

            Answered 2021-Jun-10 at 11:38

            I'm of course not sure because we don't have the source code for these internal methods but I'm pretty sure they would not use Quaternion which would be pretty imperformant but rather use pure and simple float based math like sinus, cosinus etc something that in c# would look somewhat similar to e.g. the solution mentioned here

            Source https://stackoverflow.com/questions/67919193

            QUESTION

            Syncronize player position in unity (Mirror)
            Asked 2021-Jun-08 at 17:34

            Goal: Syncronize player position in a multiplayer game in Unity that uses the Mirror Networking API

            Problem:

            1. Using the NetworkTransform component the position seems to not be precisely syncronized, both the client and the server sees the player in the wrong position, players tend to fly with no reason

            2. I tried making a separated script:

            ...

            ANSWER

            Answered 2021-Jun-08 at 17:34

            I understood that the problem was the Character controller I was using, so in the player script I checked if the player had authority, if not I destroyed the character controller, and if i was destroying it on the server I replaced it with a normal collider without physics, so i could still have collisions

            Source https://stackoverflow.com/questions/67875329

            QUESTION

            Unity c# Photon - Set Parent of PhotonNetwork.Instantiate object
            Asked 2021-Jun-07 at 01:21

            What I'm trying to do is set the parent of new tool and make it visible on the server like 'PhotonNetwork.Instantiate'

            ...

            ANSWER

            Answered 2021-Jun-06 at 08:18

            I think this code drop.transform.SetParent(collider.gameObject.transform.GetChild(0).GetChild(0)); will not be excuted in any other clients or server. So I will create a script attached to the object to set parent when the object is created;

            Source https://stackoverflow.com/questions/67852747

            QUESTION

            Instantiate blocks evenly between two instantiated objects
            Asked 2021-Jun-05 at 20:11

            I'm instantiating obstacles at random X seconds and they fall down the screen. I was looking for a way to instantiate blocks in between the falling obstacles.

            Here’s the falling obstacle: GIF Example

            ...

            ANSWER

            Answered 2021-Jun-05 at 20:11

            Hopefully I am getting your question right please add more detail if I am wrong, but right now your variable "obstacleSpawn" is a random time and then the less this variable is, the closer together the objects are spawning. So you are using time to measure the distance between the objects. This works well but since you want to spawn the objects evenly this makes things a bit more complicated.

            The easiest way is probably to just mess around with the y position of the red blocks while they spawn until you get it right. This would look something like -

            Source https://stackoverflow.com/questions/67778617

            QUESTION

            Issue Instantiating Block in Minecraft like Game
            Asked 2021-Jun-05 at 19:30

            I'm trying to instantiate blocks like Minecraft with a Raycast. It works, but if I click a block with a different rotation to (0,0,0), my block spawn in the same position of the block that I clicked.

            Here is a video of what I mean

            My code:

            ...

            ANSWER

            Answered 2021-Jun-05 at 17:20

            Never directly compare float values using ==. Due to floating point precision something like 5 * 0.2f / 10f might be 0.99999999 or 1.0000000001 so a check for == 1f would fail!

            Therefore you would always rather check if it lies within a certain range like e.g.

            Source https://stackoverflow.com/questions/67852008

            QUESTION

            Rotating a globe in Unity while keeping it the right way up
            Asked 2021-Jun-03 at 08:39

            Here is the problem:

            I have a globe in unity, and by right-clicking and dragging the mouse, it can be rotated both around the equator and the parallel axis horizontal to the camera (in this case the absolute x-Axis, keeping the poles on th YZ-plane), and this works fine, no problems.

            The other way of rotating the globe is to click on labels, which automatically rotates the globe to center the label on the camera. The globe starts centered on global coordinates 0,0. This works, however the further away the label is from the prime meridian (so the further east or west from 0 lat.), the further the poles rotate away from their intended axis (instead of remaining along the YZ-plane). Does anyone have any clues on how to achieve this?

            Here is the relevant code:

            ...

            ANSWER

            Answered 2021-May-25 at 15:20

            Instead of Quaternion you can use can compare x, y, z of the rotation. So it is flexible for each direction.

            Source https://stackoverflow.com/questions/67690034

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install quaternion

            Optionally add --user after install in the second command if you're not using a python environment — though you should start.
            Assuming you use conda to manage your python installation (which is currently the preferred choice for science and engineering with python), you can install this package simply as. If you prefer to use pip, you can instead do. (See here for a veteran python core contributor's explanation of why you should always use python -m pip instead of just pip or pip3.) The --upgrade --force-reinstall options are not always necessary, but will ensure that pip will update numpy if it has to.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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