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Extension for Euler angles #744
Extension for Euler angles #744
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Creating a derived matrix from the rotation matrix about the x-, y-, and z-axis.
Creating a rotation matrix for 10 sequences of rotation axes: z-x-z, x-y-x, y-z-y, z-y-z, x-z-x, y-x-y, y-z-x, z-x-y, x-z-y, z-y-x.
Extraction of Euler angles from rotation matrix for 11 sequences of rotation axes: z-x-z, x-y-x, y-z-y, z-y-z, x-z-x, y-x-y, y-z-x, z-x-y, x-z-y, z-y-x, y-x-z.
Would you consider adding tests for these features? |
Of course, only this will take a little bit more time. |
Perfect! It would be great because otherwise features tend to just die. Thanks! |
I added the tests for the feature. If it's okay, it's also possible to add these tests for the Euler angles feature, that is not related to this pull request, but is not covered by tests now. |
May I ask properties of these euler angles;
Thanks |
@recp Thanks for the questions!
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Thank you for answering my questions; It seems I implemented euler angles in reverse order in cglm which makes them extrinsic, I'll fix that asap. This is why I asked "intrinsic or extrinsic rotations". I'll also ask to Blender group what conventions they use. I think the rotation conventions must present in documentation to help others |
Thanks for contributing! |
This PR adds the following:
Proper Euler angles (z-x-z, x-y-x, y-z-y, z-y-z, x-z-x, y-x-y)
Tait–Bryan angles (y-z-x, z-x-y, x-z-y, z-y-x).
Proper Euler angles (z-x-z, x-y-x, y-z-y, z-y-z, x-z-x, y-x-y)
Tait–Bryan angles (y-z-x, z-x-y, x-z-y, z-y-x, y-x-z).