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# Euler Rotations

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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!

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