c++quaternionsglm-matheuler-anglesopenvr

GLM conversion from euler angles to quaternion and back does not hold


I am trying to convert the orientation of an OpenVR controller that I have stored as a glm::vec3 of Euler angles into a glm::fquat and back, but I get wildly different results and the in-game behavior is just wrong (hard to explain, but the orientation of the object behaves normally for a small range of angles, then flips in weird axes).

This is my conversion code:

// get `orientation` from OpenVR controller sensor data

const glm::vec3 eulerAnglesInDegrees{orientation[PITCH], orientation[YAW], orientation[ROLL]};
debugPrint(eulerAnglesInDegrees);

const glm::fquat quaternion{glm::radians(eulerAnglesInDegrees)};
const glm::vec3 result{glm::degrees(glm::eulerAngles(quaternion))};
debugPrint(result);

// `result` should represent the same orientation as `eulerAnglesInDegrees`

I would expect eulerAnglesInDegrees and result to either be the same or equivalent representations of the same orientation, but that is apparently not the case. These are some example values I get printed out:

39.3851 5.17816 3.29104 
39.3851 5.17816 3.29104 

32.7636 144.849 44.3845 
-147.236 35.1512 -135.616 

39.3851 5.17816 3.29104 
39.3851 5.17816 3.29104 

32.0103 137.415 45.1592 
-147.99 42.5846 -134.841 

As you can see above, for some orientation ranges the conversion is correct, but for others it is completely different.

What am I doing wrong?

I've looked at existing questions and attempted a few things, including trying out every possible rotation order listed here, conjugating the quaternion, and other random things like flipping pitch/yaw/roll. Nothing gave me the expected result.

How can I convert euler angles to quaternions and back, representing the original orientation, using glm?


Some more examples of discrepancies:

original:      4; 175;   26; 
computed:   -175;   4; -153; 
difference:  179; 171;  179; 

original:     -6; 173;   32; 
computed:    173;   6; -147; 
difference: -179; 167;  179; 

original:      9; 268;  -46; 
computed:   -170; -88;  133; 
difference:  179; 356; -179; 

original:    -27; -73;  266; 
computed:    -27; -73;  -93; 
difference:    0;   0;  359; 

original:    -33; 111;  205; 
computed:    146;  68;   25; 
difference: -179;  43;  180; 

I tried to find a pattern to fix the final computed results, but it doesn't seem like there's one easy to identify.


GIF + video of the behavior:

Video excerpt


Visual representation of my intuition/current understanding:

Visual diagram


Solution

  • Roughly following tony's advice and after some trial&error and pattern identification, I managed to figure out a way to restore the original values after the conversion.

    if (oy > 90.f)
    {
        fx -= 180.f;
        fy -= 180.f;
        fy *= -1.f;
        fz += 180.f;
    
        if (ox > 0.f)
        {
            fx += 360.f;
        }
    }
    

    The above code seems to make the original angle values and the one after the conversion match exactly. While it answers the original question, it doesn't solve my actual issue... I was converting to a quaternion in order to smoothly interpolate to another angle. However, it seems that using glm::mix on the quaternion after the conversion results - again - in very unpredictable rotations.