Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • 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 LK84 · Mar 18, 2017 at 01:37 PM · rotationquaternionanglehingejointangleaxis

reproducing hingejoint.angle

Hi, I currently writing my own Hinge Joint implementation (don't ask me why, I have my reasons). So far i works pretty well, I'm just struggling with my old nemesis Quaternions when trying to write a method that returns the Hinge Joint Angle. My code so far looks like this:

   Rigidbody thisBody;
   Rigidbody otherBody;
   HingeJoint thisJoint;
   Quaternion origRot;
    void Start ()
         {
             thisBody = GetComponent<Rigidbody>();
             thisJoint = GetComponent<HingeJoint>();
             otherBody = thisJoint.connectedBody;
             origRot = Quaternion.Inverse(thisBody.rotation)*otherBody.rotation;        
     }
     
     float getAngle()
     {
             Quaternion betweenBodies = Quaternion.Inverse(otherBody.rotation) * thisBody.rotation;
             Quaternion difToOrig = Quaternion.Inverse(origRot) * betweenBodies;
             float angle;
             Vector3 axis;
             difToOrig.ToAngleAxis(out angle, out axis);
            return angle;       
     }

I'm trying to compare the current rotation to the rotation at the start (rotation is measured as the difference in orientation between the two bodies). Since this orientation can only change around the hinge axis over time I use Quaternion.ToAngleAxis to get the current hinge angle (I hereby assume that the angle at the start is always 0). When I compare the values to unitys builtin hingejoint.angle I match the absoulute values, but for some reasons my method always returns positive values for the angle.

Comment
Add comment · Show 2
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 LK84 · Mar 20, 2017 at 08:48 AM 0
Share

anyone? ....

avatar image ealbuquerque · Feb 22, 2019 at 05:47 PM 0
Share

I think you have to check the axis variable. When angle is negative, axis should be the inverse of your joint.axis.

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.

Follow this Question

Answers Answers and Comments

79 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

object is not rotating from right direction 0 Answers

Problem rotating object around particular axis 1 Answer

Bone Rotation on X (or any) axis Issues 1 Answer

How can I multiply the rotation of a mirrored object? 1 Answer

Object makes random jumps in rotation 1 Answer


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