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What's the specification of the quaternion protocol?

Open tribbloid opened this issue 1 year ago • 2 comments

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 avatar Jul 16 '24 23:07 tribbloid

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?

tribbloid avatar Jul 21 '24 01:07 tribbloid

Sorry for the very late reply. I haven't been working on this since it was released. I have something new in the works that should solve a lot of these issues.

MSmithDev avatar Jan 10 '25 15:01 MSmithDev