You using any API like DirectX or OpenGL? What language? Those would help in finding some code for you.
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Browse All TopicsDear All,
I'm currently have a problem correctly extracting eulers from my camera matrix. This is what I Want to do. I have a navigator that controls the absolute rotations. For instance one part of the navigator rotates around the absolute Z axis(As opposed to if I did it with a relative rotation where if you rotated a 90 degrees around anohter axis first, the Z rotation would not appear to be around the original Z axis). However I'd like to extract such absolute rotation angles from a camera matrix(because the navigator doesnt have control of the camera all the time, and when its reactivated, I'd like to pass it a camera matrix and have its positions be up to date.). I'm having trouble figuring out how to do this. The method on (http://www.geometrictools
Regards,
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hi laeuchli,
one problem with euler-angles is, that you have to define an order how to apply the 3 components. if you apply first the x-component, then the y-comp. and then the z-comp, but the algorithm you use was designed for a different order, then it won't work ..
the document in your link is talking about that:
-- quoting start --
"For example, one might want to factor a rotation as R = Rx(x)Ry(y)Rz(z) for some angles x, y, and z. The ordering is xyz. Five other possibilities are xzy, yxz, yzx, zxy, and zyx. One might also envision factorizations such as xyxthese are not discussed here. The following discussion uses the notation ca = cos(a) and sa = sin(a) for a = x, y, z.
-- quoting end --
so if you want to use their formula, you have to use the same order, which is x, y, z
hence, if you want to use that euler angles rotate first around x-axis, then around y-axis and then around z-axis..
hope it helps .. :)
ike
If you know in what order upi are defining your three absolute rotations you could use
http://www.euclideanspace.
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by: ozoPosted on 2007-07-19 at 00:58:01ID: 19520048
I don't particularly like absolute rotation as a representation of orientation
For one thing, you have to deal with Gimbal Lock
But In what order are you defining your three absolute rotations ?