quaternion | Add built-in support for quaternions to numpy | Animation library
kandi X-RAY | quaternion Summary
kandi X-RAY | quaternion Summary
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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Top functions reviewed by kandi - BETA
- 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
quaternion Key Features
quaternion Examples and Code Snippets
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
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)
sudo apt-get install libtcmalloc-minimal4
export LD_PRELOAD="/usr/lib/libtcmalloc_minimal.so.4"
Community Discussions
Trending Discussions on quaternion
QUESTION
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 14:55Notice: 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:
QUESTION
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 20:12You 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:
QUESTION
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 11:07Common solution is to use Time.time difference.
QUESTION
ANSWER
Answered 2021-Jun-02 at 23:33QUESTION
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 11:38I'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
QUESTION
Goal: Syncronize player position in a multiplayer game in Unity that uses the Mirror Networking API
Problem:
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
I tried making a separated script:
ANSWER
Answered 2021-Jun-08 at 17:34I 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
QUESTION
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 08:18I 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;
QUESTION
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 20:11Hopefully 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 -
QUESTION
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 17:20Never 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.
QUESTION
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 15:20Instead of Quaternion you can use can compare x, y, z of the rotation. So it is flexible for each direction.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install quaternion
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.
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