Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Max_Payne

Euler Rotations

This topic is 5478 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

What is the usual rotation order for a right handed coordinate system (ie: OpenGL). With an angle of (0,0,0), I assumed that the player or object would have a direction vector of (1, 0, 0) (Like in 2D space). This lead me to make an YZX rotation order for (yaw, pitch, roll). But what is most widely used? Should the entity have a (0, 0, -1) direction vector with aan angle of (0,0,0) should euler angles be specified as (pitch, yaw, roll) with an XYZ rotation order I really need to pick a convention and stick to it. I tried getting an up and a side vector with successive transformation matrices by doing something like: CVector3 UpVector(0, 1, 0); UpVector = YRotMatrix * UpVector; UpVector = XRotMatrix * UpVector; UpVector = ZRotMatrix * UpVector; This did not give the good vector at all, it seemed like the vector had got rotated about axes that were not successively rotated but rather about 3 static axes. Any clues are appreciated!

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!