Michael George wrote:

I'm not sure, but I think using that terminology, if you have a quaternion representing your position/orientation on the surface of the sphere, then converting it to euler angles gives your (longitude, latitude, heading) = their (heading, attitude, bank). Your motion routines should all be straightforward: convert each of your directions to quaternions, and then multiply.

There isn't much advantage to using quaternions rather than rotation
matrices if all you want to do is compose rotations. It's straightforward
to calculate rotation matrices for given angles around the x, y and z
axes and multiply them together. Although multiplying quaternions is
slightly easier than multiplying matrices, you have to convert the
result to a matrix in order to transform points with it, and the
extra computation required to do that loses most of the advantage.

Another thing you need to be aware of is that Euler angles are not
a good coordinate system for incrementally keeping track of the
orientation of an object. In a physics simulation, the orientation
of a body should be represented by either a rotation matrix or a
quaternion. If you try to do this using angles in some way, you'll run
into problems with singularities in the coordinate system. For
example, when your observer is at the north pole, you have no way
of keeping track of its heading, because all directions are
"south".

The way I would approach this is that it's essentially a flight
simulator in which the observer is constrained to move on the
surface of a sphere instead of moving freely in 3D space. The
state of the observer is represented by a position P and a
rotation matrix R.

Let's adopt the convention that the observer's local x axis
points forward from his point of view, his y axis points to the
left, and his z axis points upwards. We initialise P and R so that
P is somewhere on the surface of the earth and his local z axis
is pointing directly away from the centre of the earth.

If the observer moves at constant speed, then in one time unit
he will move forward by some constant distance dx. If he weren't
constrained to the surface of the earth, he would simply move
by a vector dX = (d, 0, 0) in his local coordinates, or R * dX
in global coordinates.

However, because he's on a sphere, he will also move a small
distance downwards, so his local movement vector is
dP = (dx, dy, 0) where dy can be calculated from dx and the
radius of the earth, or R * dP in global coordinates.

As well as that, he will also pitch downwards slightly so that
his x axis remains parallel with the surface of the earth. The
angle of this pitch change will be equal to the angle between
his old and new positions as measured from the centre of the
earth. For a constant step size, we can precalculate this angle,
let's call it a, and a corresponding rotation matrix Ry(a)
(a rotation by angle a around the y axis) representing his local
change in orientation.

We can now update the observer's state in global coordinates
using the following formulas:

  P' = P + R * dP
  R' = R * Ry(a)

--
Greg

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