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Question by ReidGould · Jun 09, 2017 at 06:41 AM · quaternioneuleranglesquaternionseuler angles

Quaternion.Angle() unexpected output. Compare to Vector3.Angle() which produces correct values.

I'm struggling to understand output from Quaternion.Angle(). The docs say it "Returns the angle in degrees between two rotations a and b." But it produces a value that I do not expect. To illustrate this, below is a script that applies the same rotations to Vector3s (that represent a direction, not euler angles.) and uses Vector3.Angle() in a way that produces the correct result, and that I think should also be returned from Quaternion.Angle().

Why are qAngle and vAngle_Q different? or qAngle_Down and vAngle_Q_Down?

Am I misunderstanding what Quaternion.Angle() does, or is it broken?

 using System;
 using System.Collections.Generic;
 using UnityEngine;
 
 namespace WFR.VRPack
 {
     class QTest : MonoBehaviour
     {
         [SerializeField] private Vector3 eulerAnglesInput = new Vector3(45, 30, 0);
 
         [ContextMenu("Q Test")]
         private void DoQTest()
         {
             string stringLog = "";
 
             stringLog +=
                 "identity:" + "\n" +
                 "A:" + Quaternion.identity.eulerAngles + "\n" +
                 "Q:" + Quaternion.identity + "\n" +
                 "V:" + Quaternion.identity * Vector3.forward + "\n" +
                 "";
 
             Quaternion quatFromEuler = Quaternion.Euler(eulerAnglesInput);
             Vector3 vecFromQuat = quatFromEuler * Vector3.forward;
             Vector3 vecFromEuler = Vector3.forward;
                     // Unity uses euler order Y - X - Z.
                     // Manually perform Y rotation.
                     vecFromEuler = Quaternion.AngleAxis(eulerAnglesInput.y, Vector3.up) * vecFromEuler;
                     // Manually perform X rotation. Unity is a left handed coordinate system, so Vector3.up comes first.
                     Vector3 newVector3Right = Vector3.Cross(Vector3.up, vecFromEuler);
                     vecFromEuler = Quaternion.AngleAxis(eulerAnglesInput.x, newVector3Right) * vecFromEuler;
                     // Manually perform z rotation.
                     // Note: In this simple test without a gameobject where the vector represents forward, it makes no difference to rotate around forward.
                     Vector3 newVector3Forward = vecFromEuler;
                     vecFromEuler = Quaternion.AngleAxis(eulerAnglesInput.z, newVector3Forward) * vecFromEuler;
             
             stringLog += "\n";
             stringLog +=
                 "input:" + "\n" +
                 "eulerAnglesInput: " + eulerAnglesInput + "\n" +
                 "quatFromEuler:    " + quatFromEuler + "\n" +
                 "vecFromQuat:      " + vecFromQuat + "\n" +
                 "vecFromEuler:     " + vecFromEuler + "\n" +
                 "";
 
             float qAngle = Quaternion.Angle(Quaternion.identity, quatFromEuler);
             float vAngle_Q = Vector3.Angle(Quaternion.identity * Vector3.forward, vecFromQuat);
             float vAngle_E = Vector3.Angle(Quaternion.identity * Vector3.forward, vecFromEuler);
 
             stringLog += "\n";
             stringLog +=
                 "output:" + "\n" +
                 "qAngle:   " + qAngle + "\n" +
                 "vAngle_Q: " + vAngle_Q + "\n" +
                 "vAngle_E: " + vAngle_E + "\n" +
                 "";
 
             Quaternion quatDown = Quaternion.FromToRotation(Vector3.forward, Vector3.down);
             float qAngle_Down = Quaternion.Angle(quatDown, quatFromEuler);
             float vAngle_Q_Down = Vector3.Angle(quatDown * Vector3.forward, vecFromQuat);
             float vAngle_E_Down = Vector3.Angle(quatDown * Vector3.forward, vecFromEuler);
             
             stringLog += "\n";
             stringLog +=
                 "output:" + "\n" +
                 "qAngle_Down:   " + qAngle_Down + "\n" +
                 "vAngle_Q_Down: " + vAngle_Q_Down + "\n" +
                 "vAngle_E_Down: " + vAngle_E_Down + "\n" +
                 "";
 
             Debug.Log(stringLog);
         }
 
     }
 }
 

sample output:

 identity:
 A:(0.0, 0.0, 0.0)
 Q:(0.0, 0.0, 0.0, 1.0)
 V:(0.0, 0.0, 1.0)
 
 input:
 eulerAnglesInput: (45.0, 30.0, 0.0)
 quatFromEuler:    (0.4, 0.2, -0.1, 0.9)
 vecFromQuat:      (0.4, -0.7, 0.6)
 vecFromEuler:     (0.4, -0.7, 0.6)
 
 output:
 qAngle:   53.64744
 vAngle_Q: 52.23875
 vAngle_E: 52.23876
 
 output:
 qAngle_Down:   53.64743
 vAngle_Q_Down: 45
 vAngle_E_Down: 45
 
 

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