Problem:
I have an object in 3D space that exists at a given orientation. I need to reorient the object to a new orientation. I'm currently representing the orientations as quaternions, though this is not strictly necessary.
I essentially need to determine the angular velocity needed to orient the body into the desired orientation.
What I'm currently working with looks something like the following:
Psuedocode:
// 4x4 Matrix containing rotation and translation
Matrix4 currentTransform = GetTransform();
// Grab the 3x3 matrix containing orientation only
Matrix3 currentOrientMtx = currentTransform.Get3x3();
// Build a quat based on the rotation matrix
Quaternion currentOrientation(currentOrientMtx);
currentOrientation.Normalize();
// Build a new matrix describing our desired orientation
Vector3f zAxis = desiredForward;
Vector3f yAxis = desiredUp;
Vector3f xAxis = yAxis.Cross(zAxis);
Matrix3 desiredOrientMtx(xAxis, yAxis, zAxis);
// Build a quat from our desired roation matrix
Quaternion desiredOrientation(desiredOrientMtx);
desiredOrientation.Normalize();
// Slerp from our current orientation to the new orientation based on our turn rate and time delta
Quaternion slerpedQuat = currentOrientation.Slerp(desiredOrientation, turnRate * deltaTime);
// Determine the axis and angle of rotation
Vector3f rotationAxis = slerpedQuat.GetAxis();
float rotationAngle = slerpedQuat.GetAngle();
// Determine angular displacement and angular velocity
Vector3f angularDisplacement = rotationAxis * rotationAngle;
Vector3f angularVelocity = angularDisplacement / deltaTime;
SetAngularVelocity(angularVelocity);
This essentially just sends my object spinning to oblivion. I have verified that the desiredOrientMtx I constructed via the axes is indeed the correct final rotation transformation. I feel like I'm missing something silly here.
Thoughts?