Euler angles

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Hirogen
Posts: 19
Joined: Tue May 29, 2007 5:55 am

Euler angles

Post by Hirogen »

I have a question about the Euler angles which Irrlicht uses.
There are several definitions/conventions concerning Euler angles. What is the order of the rotation?

First rotate around z-axis
then rotate around origin y-axis
finally rotate around origin x-axis
Is that the way Irrlicht implements Euler angles?
RVL
Posts: 5
Joined: Sat Jun 09, 2007 11:12 am

Post by RVL »

sorry for my english :)

Irrlicht operates with 2 types of rotations.
1. Irrlicht stores rotation of a scene node as vector
ISceneNode->SetRotation(vector), where
first rotation is around local X axis by the angle vector.x (degrees)
second rotation is around local Y axis by the angle vector.y (degrees)
third rotation is around local Z axis by the angle vector.z (degrees)

These angles are not one of well-known representations of Euler angles. Note that each rotation is around local axis (not parent as in case of Euler angles).

2. Quaternion class in Irrlicht has the constructor quaternion(vector) to initialize itself from Euler angles and the method quternion::toEuler(&vector) to convert itself to Euler angles. Components of the vector in radians and confirm to NASA standard airplane (http://www.euclideanspace.com/maths/standards/index.htm) with one exception - Irrlicht uses right-handed coordinate system.

Euler angles of Irrlichts' quaternion and angles of Irrlichts' scene node ARE NOT THE SAME.
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