Quaternion¶
Unit quaternion 3D rotations with scalar-first convention [w, x, y, z].
Quaternion<T> is available in the crate root with no feature flag.
Convention¶
numeris uses the scalar-first (Hamilton) convention:
q * pcomposes rotationqapplied after rotationpq * vrotates vectorvby the rotation represented byq
Euler Angle Convention¶
numeris uses ZYX intrinsic (Tait-Bryan) Euler angles, the standard aerospace convention. from_euler(roll, pitch, yaw) applies rotations in this order:
- Yaw ψ — rotate about the fixed Z axis (heading)
- Pitch θ — rotate about the new Y' axis (nose up/down)
- Roll φ — rotate about the final X'' axis (bank)
The equivalent rotation matrix is R = R_x(φ) · R_y(θ) · R_z(ψ) (rightmost applied first). The quaternion composition follows the same order: q = q_x(φ) ⊗ q_y(θ) ⊗ q_z(ψ).
to_euler() returns (roll, pitch, yaw) in radians. Pitch is clamped to ±π/2 at gimbal lock (pitch = ±90°), where roll and yaw become degenerate.
Construction¶
use numeris::{Quaternion, Vector};
// Identity (no rotation)
let id = Quaternion::<f64>::identity();
// From axis-angle
let q = Quaternion::from_axis_angle(
&Vector::from_array([0.0_f64, 0.0, 1.0]), // z-axis
std::f64::consts::FRAC_PI_2, // 90°
);
// From Euler angles (roll, pitch, yaw in radians — ZYX convention)
let q_euler = Quaternion::from_euler(0.0_f64, 0.0, std::f64::consts::FRAC_PI_4);
// From rotation matrix (3×3 orthogonal)
use numeris::Matrix3;
let rot = Matrix3::<f64>::eye(); // identity rotation
let q_mat = Quaternion::from_rotation_matrix(&rot);
// Elementary rotations
let qx = Quaternion::rotx(std::f64::consts::PI / 6.0); // 30° around x
let qy = Quaternion::roty(std::f64::consts::FRAC_PI_4); // 45° around y
let qz = Quaternion::rotz(std::f64::consts::FRAC_PI_2); // 90° around z
// Direct construction (auto-normalized)
let q_raw = Quaternion::new(1.0_f64, 0.0, 0.0, 0.0); // identity
Vector Rotation¶
use numeris::{Quaternion, Vector};
// 90° rotation around z-axis
let q = Quaternion::from_axis_angle(
&Vector::from_array([0.0_f64, 0.0, 1.0]),
std::f64::consts::FRAC_PI_2,
);
let v = Vector::from_array([1.0_f64, 0.0, 0.0]);
let rotated = q * v; // ≈ [0, 1, 0]
assert!((rotated[0] - 0.0).abs() < 1e-14);
assert!((rotated[1] - 1.0).abs() < 1e-14);
assert!((rotated[2] - 0.0).abs() < 1e-14);
Composition¶
use numeris::{Quaternion, Vector};
let q1 = Quaternion::rotx(std::f64::consts::FRAC_PI_2); // 90° x
let q2 = Quaternion::rotz(std::f64::consts::FRAC_PI_2); // 90° z
// Apply q1 first, then q2
let combined = q2 * q1;
// Equivalently:
let v = Vector::from_array([1.0_f64, 0.0, 0.0]);
let r1 = q2 * (q1 * v); // step by step
let r2 = combined * v; // combined rotation
// r1 ≈ r2
Inverse and Conjugate¶
For unit quaternions, conjugate = inverse:
let q = Quaternion::from_axis_angle(
&Vector::from_array([0.0_f64, 0.0, 1.0]),
1.0,
);
let q_conj = q.conjugate(); // q* = [w, -x, -y, -z]
let q_inv = q.inverse(); // same as conjugate for unit quaternions
// q * q^{-1} = identity
let id = q * q_inv;
assert!((id.w() - 1.0).abs() < 1e-14);
Interpolation (SLERP)¶
Spherical linear interpolation — constant angular velocity, smooth path on SO(3).
use numeris::Quaternion;
let q0 = Quaternion::<f64>::identity();
let q1 = Quaternion::rotz(std::f64::consts::FRAC_PI_2);
// t=0 → q0, t=1 → q1, t=0.5 → halfway (45°)
let q_half = q0.slerp(&q1, 0.5);
// Use for smooth animation or attitude interpolation
for i in 0..=10 {
let t = i as f64 / 10.0;
let q = q0.slerp(&q1, t);
// q represents i*9° rotation around z-axis
}
Conversion¶
use numeris::Quaternion;
let q = Quaternion::from_axis_angle(
&numeris::Vector::from_array([0.0_f64, 0.0, 1.0]),
1.2,
);
// To rotation matrix (3×3 orthogonal)
let rot = q.to_rotation_matrix(); // Matrix3<f64>
// To axis-angle (axis is unit vector, angle in radians)
let (axis, angle) = q.to_axis_angle();
// To Euler angles (ZYX: roll, pitch, yaw)
let (roll, pitch, yaw) = q.to_euler();
// Components
let w = q.w();
let x = q.x();
let y = q.y();
let z = q.z();
// Normalize (in case of accumulated numerical drift)
let q_norm = q.normalize();
Operations¶
let q = Quaternion::rotz(1.0_f64);
// Hamilton product (composition)
let q2 = q * q; // 2 radians around z
// Scalar operations
let q_scaled = q * 2.0; // NOT a unit quaternion — use normalize() after
// Norm (should be ≈ 1.0 for properly constructed quaternions)
let n = q.norm();
assert!((n - 1.0).abs() < 1e-14);
Attitude Determination Example¶
use numeris::{Quaternion, Vector};
// Represent spacecraft attitude as quaternion (body frame relative to ECI)
let q_body_to_eci = Quaternion::from_euler(
0.1_f64, // roll 10°
-0.05, // pitch -5°
1.57, // yaw 90°
);
// Transform a vector from body to ECI frame
let boresight_body = Vector::from_array([1.0_f64, 0.0, 0.0]);
let boresight_eci = q_body_to_eci * boresight_body;
// Attitude error between two frames
let q_target = Quaternion::identity();
let q_error = q_target * q_body_to_eci.inverse();
let (axis, angle) = q_error.to_axis_angle();
// |angle| is the pointing error magnitude