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glm's angleAxis function creates identity quaternion if angle 0 is passed


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#1 Aitorman   Members   -  Reputation: 126

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Posted 15 September 2012 - 03:07 AM

Hello there!
In my game I have a vec3 that points from the camera to an object i want the camera to follow, so I use this to get the camera's orientation quaternion:

this->cameraRot=glm::angleAxis(0.0f,vector);

If i understand that function correctly, when passing a vector (0.0f,0.0f,-1.0f) for example, it should create a quaternion that orientates the camera to point directly into the depth of the screen with no roll, and for example, with a vector (1.0f,0.0f,0.0f), it should orientate the camera to the right, with no roll too. But i don't know why, that function only creates a quaternion different from the identity quaternion if I pass a value different from 0 to the angle. Why does this happen?
Thanks in advance, Aitor

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#2 clb   Members   -  Reputation: 1789

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Posted 15 September 2012 - 04:00 AM

No, your understanding is off. Angle-axis rotation generates rotation about the given axis, by the given angle. If you don't specify an angle, you'll always get identity back. This is because rotation a zero angle, be it about any axis, of course does not rotate at all.

What you are thinking about is the LookAt rotation. I am not sure what the function signature in glm is, but I'm sure they have a similar function. Use a LookAt rotation to orient one direction vector to face towards another vector.
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#3 Aitorman   Members   -  Reputation: 126

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Posted 15 September 2012 - 06:21 AM

Thank you! My way of thinking seems silly now that I understand what it really does, corrected!




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