I am trying to convert euler rotation order from existi开发者_Python百科ng xyz to zxy.Could anyone please help me in doing this?Thanks.
Heads up: Even though this problem arose while I was working with Unity, it has nothing specific to Unity, and is more about programming logic, so please don\'开发者_JS百科t shy away.
I\'ve gotten stuck getting my euler angles out my rotation matrix. My conventions are: Left-handed (x right, z back, y up)
in GLScene we have three parameters (开发者_JAVA百科RollAngle, PitchAngle and TurnAngle) for rotation around local orientation. in the image below, how can I rotate cube around global orientation (ora
I\'ve tried many formulas and conversions, but nothing gave me the result I expect. The scenario is very simple:
I got a problem with the maths involved in converting local Euler angles into the angles of another reference system. Lets say we have an iPhone aligned with the axis of an vehicle and I want to measu
Hey all, I need rotated versions of a 3D shepp logan phantom and it\'s corresponding rotation matrix. Now here\'s the thing, I use a function called phantom3d to create the 3D SLP, the function allows
I hope this is the proper location to ask this question which is the same as this one, but expressed as pure math instead of graphically (at least I hope I translated the problem to math correctly).
How to convert from Euler\'s coordinates E1 = (x1, y1, z1, yaw1, pitch1, roll1) to E2 = (x2, y2, z2, yaw2, pitch2, roll2)
I\'m trying to convert a 3D rotation described in term of euler angles into a matrix and then back, using .NET/C#. My conventions are: