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Smoothing out Noisey Input Data

  • Hi Sava,

    For rotations, it's usually better to work in quaternions than euler angles. You can do something like this to get the Y and Z angle deltas:

    //@input SceneObject obj1
    //@input SceneObject obj2

    // Returns the delta quaternion
    function getDiff(q1, q2){
    return q2.multiply(q1.invert());

    // Returns Y rotation of a quaternion
    function getYRot(q){
    return Math.atan(q.y, q.w);

    // Returns Z rotation of a quaternion
    function getZRot(q){
    return Math.atan(q.z, q.w);

    var t1 = script.obj1.getTransform();
    var t2 = script.obj2.getTransform();

    var diff = getDiff(

    print("y: " + getYRot(diff));
    print("z: " + getZRot(diff));

    Hope this helps! Looks like a really cool lens!

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  • Hey! That works! Never thought I'd learn a useful math lesson on how Euler coordinates aren't reliable for rotation lol. My one concern is this method seems fairly resource intensive. Are there any computationaly cheap ways to approximate the Y/Z components without using arctan?


    Edit: I want to use the following formula:


    I'm just a little uncertain what the function does with q.z, comma q.w. is it simply arcatan(q.z/q.w)?

    Math.atan(q.z, q.w)
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  • Hi Sava! 

    Glad you're thinking about performance! Did you see some performance slow down when you used it? 

    The Math.atan function is actually the built in javascript function: 

    The first argument is the Y coordinate, and the second is the X coordinate of a point, where the arctan is the (counter clockwise) angle to the (positive) x axis (between -PI, PI). 

    Can't wait to see the result! Looks awesome!


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  • When I initially tried it the frame rate seems low, but after I restarted the app, it was running smooth. I guess I'll keep Math.atan for now, and figure out a cheap approximation later, if the need arises.

    Thanks for all the help guys,



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