javascript,matrix,linear-algebra,rotational-matrices,euler-angles

Can I average the rotational matrices, or the euler angles themselves? Nope. Or am I going to need to convert the data into Quaternions and then apply some kind of averaging function? Yes, only quaternions are appropriate for inter/extrapolation. See 45:05 here (David Sachs, Google Tech Talk). I haven't...

c++,geometry,quaternions,euler-angles

The quaternions -q and q are different; however, the rotations represented by the two quaternions are identical. This phenomenon is usually described by saying quaternions provide a double cover of the rotation group SO(3). The algebra to see this is very simple: given a vector represented by quaternion p, and...

javascript,unity3d,camera,quaternions,euler-angles

The issue I discovered was with using: _target.localEulerAngles.y as a base. This is because localEulerAngels only go from 0 to 360 while running. In the editor, it isn't clamped. When running, it is clamped. This changes things dramatically because initially at rotation 0, if you move left, it loops to...

c++,eigen,quaternions,euler-angles

For Euler to quaternion see this page, and for quaternion to Euler angles, first copy it to a 3x3 matrix and then see the eulerAngles method.

3d,rotation,geometry,coordinate-systems,euler-angles

Notation: x,y,z - old system basis x',y',z' - new system basis Transformation between systems: x' = x y' = y z' = -z Euler angles: EulerXYZ = (alfa,beta,gamma) EulerXYZ' = (alfa',beta',gamma') = ? Now I can think of two ways to solve it: Graphically Draw both systems Mark positive rotation...

rotation,quaternions,euler-angles,angle

Figured it out, and appreciate your help antont. It was a nuance of Assimp. Apparently it for some odd reason (bug?) reads rotations in backwards, and so you have to do ToEulerZYX, but then reverse use of xyz to zyx. float3 keyValueOrig = quat.ToEulerZYX(); float3 keyValue; keyValue.z = RadToDeg(keyValueOrig.x); keyValue.y...

javascript,css,matrix,transform,euler-angles

Finally, after a few days with too boring lessons, here my solution! Actually you can decide which CSS transformation should be applied first: rotateY(~deg) rotateX(~deg) rotates firstly around the Y-axis, then around the x-axis. Caution! The axis of the coordinate system get rotated, together with you object. Here an animation...

python,transformation,ros,euler-angles

The general way to translate an object with respect to another object's movement can be found here. Try to convert the rotations to matrices. Euler angles didn't work for me....