core tutorial

This tutorial gets you from an empty project to rotating vectors, composing and interpolating orientations, and converting them to Euler angles with Luna-Flow/quaternion. It ends with generic code over luna-generic traits and the mistakes that are easy to make. The mathematics is kept light here; the core design derives it.

Quick start

Add the module to your project:

moon add Luna-Flow/quaternion@0.2.0

Import the package in your moon.pkg. The examples also use luna-generic (for generic code) and moonbitlang/core/math (for π\pi):

import {
  "Luna-Flow/quaternion",
  "Luna-Flow/luna-generic" @lf_alg,
  "moonbitlang/core/math",
}

The smallest useful program rotates the x axis by a quarter turn around the z axis:

fn main {
  let quarter_turn = @quaternion.from_axis_angle((0.0, 0.0, 1.0), @math.PI / 2.0)
  println(quarter_turn)
  let (x, y, z) = quarter_turn.rotate((1.0, 0.0, 0.0))
  println("(\{x}, \{y}, \{z})")
}

It prints:

0.7071067811865476 + 0i + 0j + 0.7071067811865475k
(2.220446049250313e-16, 1, 0)

The x axis lands on the y axis, up to a rounding error of about 2×10−162 \times 10^{-16} in the first coordinate.

Everyday tasks

Build quaternions and multiply them

Quaternion::from_vec((w, x, y, z)) builds w+xi+yj+zkw + xi + yj + zk. The usual operators work, and * is the Hamilton product. The basis units multiply like ij=kij = k but ji=−kji = -k, so the order of factors matters:

test "units" {
  let i = @quaternion.Quaternion::from_vec((0, 1, 0, 0))
  let j = @quaternion.Quaternion::from_vec((0, 0, 1, 0))
  let k = @quaternion.Quaternion::from_vec((0, 0, 0, 1))
  inspect(i * j, content="0 + 0i + 0j + 1k")
  inspect(j * i, content="0 + 0i + 0j + -1k")
  inspect(i * i, content="-1 + 0i + 0j + 0k")
  inspect(i * j * k, content="-1 + 0i + 0j + 0k")
}

Integer components are exact, which makes Quaternion[Int] handy for checking identities. Use Double components for rotations.

Rotate vectors and compose rotations

from_axis_angle(axis, angle) gives the unit quaternion of a rotation, and rotate applies it to a 3D vector. To apply first and then second, multiply them as second * first, like matrices acting on column vectors:

test "compose rotations" {
  let first = @quaternion.from_axis_angle((0.0, 0.0, 1.0), @math.PI / 2.0) // z, 90 degrees
  let second = @quaternion.from_axis_angle((1.0, 0.0, 0.0), @math.PI / 2.0) // x, 90 degrees
  let both = second * first
  let (x, y, z) = both.rotate((1.0, 0.0, 0.0))
  // x -> y under `first`, then y -> z under `second`
  assert_true(x.abs() < 1.0e-15 && y.abs() < 1.0e-15 && (z - 1.0).abs() < 1.0e-15)
  let (x2, y2, z2) = second.rotate(first.rotate((1.0, 0.0, 0.0)))
  assert_true((x - x2).abs() < 1.0e-15 && (y - y2).abs() < 1.0e-15 && (z - z2).abs() < 1.0e-15)
}

rotate assumes a unit quaternion. Quaternions built by from_axis_angle are unit; call normalize() on anything you assembled yourself.

Undo a rotation and find the rotation between two orientations

The inverse of a unit quaternion is its conjugate. To find the rotation delta that takes orientation from to orientation to (so that delta * from == to), divide on the right: to / from is to⋅from−1to \cdot from^{-1}. left_div solves the other equation, from * x == to, which gives the rotation expressed in the frame of from:

test "relative rotation" {
  let from = @quaternion.from_axis_angle((0.0, 1.0, 0.0), 0.3)
  let to = @quaternion.from_axis_angle((1.0, 1.0, 0.0), 1.2)
  let delta = to / from
  assert_true((delta * from - to).square_len() < 1.0e-30)
  let in_from_frame = to.left_div(from)
  assert_true((from * in_from_frame - to).square_len() < 1.0e-30)
  // a unit quaternion's inverse is its conjugate
  assert_true((from.inv() - from.conjugate()).square_len() < 1.0e-30)
}

Compare two rotations

q and -q describe the same rotation, so == is the wrong test for “same orientation”. For unit quaternions, ∣q⋅r∣=cos⁡(θ/2)|q \cdot r| = \cos(\theta/2) where θ\theta is the angle between the two orientations:

///|
fn rotation_angle_between(
  q : @quaternion.Quaternion[Double],
  r : @quaternion.Quaternion[Double],
) -> Double {
  let c = q.normalize().dot(r.normalize()).abs()
  2.0 * @math.acos(if c > 1.0 { 1.0 } else { c })
}

test "compare rotations" {
  let q = @quaternion.from_axis_angle((0.0, 0.0, 1.0), 0.5)
  assert_true(q != -q)
  inspect(rotation_angle_between(q, -q), content="0")
  let r = @quaternion.from_axis_angle((0.0, 0.0, 1.0), 0.75)
  assert_true((rotation_angle_between(q, r) - 0.25).abs() < 1.0e-12)
}

Interpolate between orientations

slerp(q1, q2, t) moves along the shortest great-circle arc at constant angular speed:

test "slerp steps" {
  let start = @quaternion.id()
  let end = @quaternion.from_axis_angle((0.0, 0.0, 1.0), @math.PI / 2.0)
  for step in 0..<=4 {
    let t = step.to_double() / 4.0
    let (x, y, _) = @quaternion.slerp(start, end, t).rotate((1.0, 0.0, 0.0))
    let degrees = @math.atan2(y, x) * 180.0 / @math.PI
    assert_true((degrees - 22.5 * step.to_double()).abs() < 1.0e-9)
  }
}

The x axis turns by 22.5∘22.5^\circ per step, as constant angular speed promises.

Convert to and from Euler angles

from_euler(roll, pitch, yaw) uses the order "XYZ" by default, which is qX(roll) qY(pitch) qZ(yaw)q_X(\text{roll})\,q_Y(\text{pitch})\,q_Z(\text{yaw}): intrinsic rotations about X, then the new Y, then the new Z. The matching inverse is to_euler(order="XYZ", external=false). The default of to_euler is a different convention, extrinsic Z-Y-X, which returns the same three angles in reverse order:

test "euler round trip" {
  let q = @quaternion.from_euler(0.1, 0.2, 0.3)
  let (roll, pitch, yaw) = q.to_euler(order="XYZ", external=false)
  assert_true((roll - 0.1).abs() < 1.0e-12)
  assert_true((pitch - 0.2).abs() < 1.0e-12)
  assert_true((yaw - 0.3).abs() < 1.0e-12)
  let (about_z, _, about_x) = q.to_euler() // extrinsic ZYX
  assert_true((about_z - 0.3).abs() < 1.0e-12 && (about_x - 0.1).abs() < 1.0e-12)
}

The k-th angle returned by to_euler always belongs to the k-th axis of order. Read the API notes before using other orders: some combinations have known issues.

Read the components back

Quaternion is abstract and has no field accessors. The dot product with a basis quaternion reads one component, and Debug shows all four:

///|
fn components(q : @quaternion.Quaternion[Double]) -> (Double, Double, Double, Double) {
  let e = (w, x, y, z) => q.dot(@quaternion.Quaternion::from_vec((w, x, y, z)))
  (e(1.0, 0.0, 0.0, 0.0), e(0.0, 1.0, 0.0, 0.0), e(0.0, 0.0, 1.0, 0.0), e(0.0, 0.0, 0.0, 1.0))
}

test "components" {
  let q = @quaternion.Quaternion::from_vec((0.5, -1.5, 2.0, 4.0))
  debug_inspect(components(q), content="(0.5, -1.5, 2, 4)")
  debug_inspect(q, content="{ r: 0.5, vec: (-1.5, 2, 4) }")
}

For finite components the dot product with a basis quaternion returns the component exactly.

Going further

Generic code over luna-generic traits

Quaternion[T] implements luna-generic’s Ring whenever T does, so ring-generic algorithms accept quaternions. This function computes xnx^n by repeated squaring for any Ring:

///|
fn[R : @lf_alg.Ring] power(x : R, n : Int) -> R {
  if n == 0 {
    @lf_alg.One::one()
  } else {
    let half = power(x, n / 2)
    if n % 2 == 0 { half * half } else { x * half * half }
  }
}

test "generic power" {
  inspect(power(3, 4), content="81")
  let q = @quaternion.Quaternion::from_vec((1, 1, 1, 1))
  inspect(power(q, 3), content="-8 + 0i + 0j + 0k")
  assert_eq(power(q, 3), q.pow_by_int(3))
}

Quaternions are not a Field, so algorithms that require Field (and may assume ab=baab = ba) do not accept them. That is deliberate; the design page explains why.

Exact identities over Int

Exact components make the norm identity ∣pq∣2=∣p∣2∣q∣2|pq|^2 = |p|^2|q|^2 checkable without rounding. Over Int it is Euler’s four-square identity: a product of two sums of four squares is again a sum of four squares, and the Hamilton product tells you which one:

test "four squares" {
  let p = @quaternion.Quaternion::from_vec((1, 2, 3, 4)) // 1+4+9+16 = 30
  let q = @quaternion.Quaternion::from_vec((2, 0, 1, 5)) // 4+0+1+25 = 30
  let pq = p * q
  inspect(pq, content="-21 + 15i + -3j + 15k")
  assert_eq(pq.square_len(), p.square_len() * q.square_len()) // 900
}

Functions that need square roots or trigonometry (magnitude, normalize, inv’s division, slerp, Euler conversions) truncate over Int; keep Int for ring arithmetic.

Long chains of rotations

Every Hamilton product in Double rounds, so the norm of a product of many unit quaternions drifts away from 1, by roughly n⋅10−16n \cdot 10^{-16} after nn products. rotate then scales vectors slightly. Renormalize now and then:

test "renormalize" {
  let step = @quaternion.from_axis_angle((1.0, 2.0, 3.0), 0.001)
  let mut q = @quaternion.id()
  for _ in 0..<100000 {
    q = step * q
  }
  let drift = (q.square_len() - 1.0).abs()
  assert_true(drift < 1.0e-10)
  q = q.normalize()
  assert_true((q.square_len() - 1.0).abs() < 1.0e-15)
}

Performance

All operations work on four scalars and run in constant time, except pow_by_int, which uses O(log⁡n)O(\log n) multiplications. q.rotate(v) costs two cross products and is cheaper than computing q * v * q.inv() with full Hamilton products. Every function returns a new value; nothing is mutated.

Common pitfalls

  • / changed in 0.2.0. q / r is now q r−1q\,r^{-1} (right division). Code written for 0.1.x that relied on / computing r−1qr^{-1} q must call q.left_div(r).
  • Order of factors. a * b rotates by b first. Swapping the factors gives a different rotation unless both turn about the same axis.
  • Non-unit quaternions in rotate. rotate does not normalize. For a non-unit qq its formula is not qvq−1q v q^{-1}, and the result generally does not even have the length of the input. Normalize first.
  • == on rotations. q and -q are the same rotation but unequal values. Floating-point results rarely compare equal anyway; compare with a tolerance.
  • Division by zero. inv, / and left_div divide by ∣r∣2|r|^2. A zero quaternion gives NaN components over Double and a runtime trap over Int. normalize and pow_by_T return the zero quaternion unchanged.
  • Int components and transcendental functions. magnitude, normalize, inv and friends truncate over Int; inv of anything but a unit is zero.
  • Euler conventions. from_euler defaults to "XYZ" and to_euler to extrinsic "ZYX". Name both explicitly. Avoid from_euler with "ZYX" or "YZX", to_euler with "XZY" extrinsic or "YZX" intrinsic, and results near gimbal lock (∣pitch∣≈90∘|\text{pitch}| \approx 90^\circ), which have known issues listed in the API. Near gimbal lock to_euler also prints a warning line to standard output.
  • Fractional powers. pow_by_T is wrong for quaternions with a negative scalar part; negate the quaternion first when it represents a rotation.
  • Own component types. DoubleConvert is not open for implementation outside this package, so only Int and Double work with the functions that need it.

Next steps

  • The core API lists every function with its exact signature and edge cases.
  • The core design derives the Hamilton product, the rotation formula, slerp and the Euler-angle extraction.
  • luna-generic defines the Ring, Inverse and Conjugate traits used here.