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taitbryan.axangle2euler obviously doesn't work (or I missed something obvious) #58
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Could you say more about what you're expecting? Here's me running what I think you're running: transforms3d.taitbryan.axangle2euler([0.30901699437494745, 0.9510565162951535, 0.0], 0) which gives |
the axii itself is rotated. does this make sense? |
What do you mean by "the axis itself is rotated"? That it should be rotated? In which case, no, the meaning there is that the rotation is of 0 degrees around the axis - so the axis is static. |
Sorry - I think I'm still not following you - you have a vector |
I don't follow you either, so I'll try to rephrase. In your lib, I was expecting to find a |
as I understand, the sequence-order in which the rotations are applied changes massively. it seems Wikipedia refers to it as gun-order angles1 ; I chose to use this because it seems to me the most intuitive way to represent a quaternion for a human being walking on a "flat" surface (as per my drawing, echo and phi are equal to zero), and eventually throwing a stone at something (phi = 0). Does this make more sense? Footnotes |
Just to check we agree - Euler angles are a generic term for triplets of rotation angles. Tait-Bryan angles are just Euler angles using a particular convention for the axes. You said you have a point, |
somewhere is the origin, facing towards infinity on x axis (north as per my drawing), orientation parallel to the horizon |
Right - and given the length of the vector is irrelevant to the rotation, you do in fact want the angles to rotate the unit vector in x to the vector |
apparently you edited your first reply, which read
possibly :S
it just confirms that going by trial-and-error is exactly what I wanted to avoid |
The algorithm proposed was:
That's not a guess - but do you mean - you are not sure it's correct? I can check it more thoroughly if you like. |
please, don't do this yet. see moble/quaternion#218 |
here is a bunch of values (points on a half-circle) for the vector (vec), theta rotation around that vector is always zero, norm is always 1
I obviously expect something more useful to come out of axangle2euler( vec, 0 )
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