I am trying to rotate an object by 45 degrees using quaternions about Y-Axis. After Specifying the Quaternion i am trying to get the Rotation Matrix. But the values I see are incorrect
Eigen::Quaterniond q;
q.x() = 0;
q.y() = 1;
q.z() = 0;
q.w() = PI/8; // Half of the rotation angle must be specified, even IDK why
Eigen::Matrix3d R = q.normalized().toRotationMatrix();
std::cout << "R=" << std::endl << R << std::endl;
OUTPUT :
R=
-0.732 -0 -0.680
0 1 -0
0.680 0 -0.732
Since the OpenGL Rotation Matrix along Y-Axis should be :
Therefore my expected output should be :
R=
0.707 0 0.707
0 1 0
-0.707 0 0.707
Not only are the values off by a small percent the wrong signs on the values are causing some unexpected rotations. Because of the negative signs my cube is doing a 180 degree turn plus the specified angle. I have broken my head over this for the whole day. Can some one tell me what I am doing wrong ?