• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by agustinvalencia · Jul 01, 2014 at 11:22 PM · c#quaternionfilter

Trying to low pass filter quaternions: multiply floats and quaternions error

Hi !

I'm trying to code a low pass filter of quaternions from some measures I'm getting from the metaio SDK. I have :

 Quaternion[] rotBuffer;

Which is my buffer of the frame-to-frame measures. When i try to filter I'm doing :

 filteredOutput = a * rotBuffer[2]  +  b * rotBuffer[1]  +  c * rotBuffer[0];


Where a,b,c are the coefficients of the filter. And then Unity show me that I cannot multiply floats with quaternions.

I think I can filter each scalar on the quaternion, but i just don't want to do that cause my honor :)

Is there some way to multiply floats with quaternions?

PD: I think maybe i can cast the quaternion to the euler anlges, then filter and then cast it again to quaternion, but I don't know if there is a way to cast euler angles to quaternions.

Thanks in advance !

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image agustinvalencia · Jul 01, 2014 at 09:44 PM 0
Share

Due to the rush of the development I had to filter each scalar on the quaternion separately:

 filteredOutput.x = a * rotBuffer[2].x  +  b * rotBuffer[1].x  +  c * rotBuffer[0].x;
 filteredOutput.y = a * rotBuffer[2].y  +  b * rotBuffer[1].y  +  c * rotBuffer[0].y;
 filteredOutput.z = a * rotBuffer[2].z  +  b * rotBuffer[1].z  +  c * rotBuffer[0].z;
 filteredOutput.w = a * rotBuffer[2].w  +  b * rotBuffer[1].w  +  c * rotBuffer[0].w;
avatar image rutter · Jul 01, 2014 at 11:23 PM 0
Share

You can multiply a quaternion's individual w, x, y, and z components (sometimes called "scaling"), but it's important to note that the quaternion's x, y, and z components are not Euler angles.

avatar image christoph_r · Jul 01, 2014 at 11:36 PM 0
Share

What do you want to achieve by multiplying quaternions with a scalar?

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Rotate Door Object Away from Player 1 Answer

How do I rotate a Rigidbody to a surface normal AND use camera rotation? 1 Answer

Clamping the camera X axis when not using the mouse axis? C# 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges