Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

What's the specification of the quaternion protocol? #13

Open
tribbloid opened this issue Jul 16, 2024 · 1 comment
Open

What's the specification of the quaternion protocol? #13

tribbloid opened this issue Jul 16, 2024 · 1 comment

Comments

@tribbloid
Copy link

tribbloid commented Jul 16, 2024

The documentation is very blurry on this part so I'd like to suggest to explicitly defined it in the code, presumably with the following information:

  • neutral heading / zero heading of the glasses: where does the user look into when all reading are 0?
  • reference frame: should be glasses body frame or one of the world inertial frames
  • chirality: should be left-handed or right handed
  • coordinate system: should be XYZW, WXYZ, or some esoteric coordinate system
  • marshalling sequence: should be ascending or descending
  • normalisation: should be normalised or unnormalised

Euler angle protocol has similar specification but I was able to reverse-engineer most of it from the Unity example

@tribbloid
Copy link
Author

If I switch to quaternion API in Unity, the result also becomes quite unstable

on 90 degree roll the error between quaternion & euler angle may reach over 50 degree

should we just stick to Euler angle?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant