# Geometry Utilities Genesis provides utility functions for geometric transformations and calculations. ## Quaternion Operations Genesis uses `(x, y, z, w)` quaternion convention (scalar-last). ```python import genesis.utils.geom as gu import numpy as np # Create rotation quaternion (axis-angle) axis = np.array([0, 0, 1]) # Z-axis angle = np.pi / 2 # 90 degrees quat = gu.axis_angle_to_quat(axis, angle) # Quaternion multiplication q1 = np.array([0, 0, 0, 1]) # Identity q2 = np.array([0, 0, 0.707, 0.707]) # 90 deg around Z q_combined = gu.quat_mul(q1, q2) # Inverse quaternion q_inv = gu.quat_inv(quat) # Quaternion to rotation matrix rot_matrix = gu.quat_to_matrix(quat) ``` ## Transform Operations ```python import genesis.utils.geom as gu # Transform point by quaternion point = np.array([1, 0, 0]) quat = np.array([0, 0, 0.707, 0.707]) rotated = gu.transform_by_quat(point, quat) # Transform point by translation and quaternion pos = np.array([1, 2, 3]) transformed = gu.transform_by_trans_quat(point, pos, quat) # Inverse transform original = gu.inv_transform_by_trans_quat(transformed, pos, quat) ``` ## Rotation Conversions ```python import genesis.utils.geom as gu # Euler to quaternion (XYZ convention) euler = np.array([0, 0, np.pi/2]) # Roll, Pitch, Yaw quat = gu.euler_to_quat(euler) # Quaternion to Euler euler_back = gu.quat_to_euler(quat) # Rotation matrix to quaternion R = np.eye(3) quat = gu.matrix_to_quat(R) ``` ## Vector Operations ```python import genesis.utils.geom as gu # Normalize vector v = np.array([1, 2, 3]) v_normalized = gu.normalize(v) # Cross product a = np.array([1, 0, 0]) b = np.array([0, 1, 0]) cross = gu.cross(a, b) # Angle between vectors angle = gu.angle_between(a, b) ``` ## Common Patterns ### Setting Entity Orientation ```python import genesis as gs import genesis.utils.geom as gu import numpy as np gs.init() scene = gs.Scene() box = scene.add_entity(gs.morphs.Box(pos=(0, 0, 0.5))) scene.build() # Rotate 45 degrees around Z angle = np.pi / 4 quat = gu.axis_angle_to_quat([0, 0, 1], angle) box.set_quat(quat) ``` ### Camera Look-at Calculation ```python import genesis.utils.geom as gu camera_pos = np.array([3, 0, 2]) target = np.array([0, 0, 0.5]) # Calculate look-at direction direction = target - camera_pos direction = direction / np.linalg.norm(direction) ``` ## See Also - {doc}`tensor_utils` - Tensor conversions - {doc}`/api_reference/entity/index` - Entity transforms