[ODE] Getting X,y,Z rotation from rotation matrix
Sergey Kurdakov
k15c20 at zelmail.ru
Fri May 21 18:05:22 MST 2004
Hello on
> Have a look at this:
> http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
>
> OpenGL's matrices are stored differently to ODE's (you have to swap
> the rows and columns around) but the principles are the same.
for
> How can I get the X,Y,Z rotation radians from the Rotation matrix I
> get from dBodyGetRotation?
and then use procedure like described at
http://users.ece.gatech.edu/~slabaugh/personal/research/euler/euler.pdf
or at the bottom of the paper which could be downloaded here
http://www.diku.dk/forskning/image/teaching/Studentprojects/Quaternion/
I think that you could find implemented code in many free engines try google for ex for 'geteuler'
for consistent results though in simulation you would need to consider passing 'previous angles' to select current angles properly .
Regards
Sergey
----- Original Message -----
From: "James Arthur" <teamonkey at gmail.com>
To: "Alessandro Monopoli" <amonopoli at virgilio.it>; <ode at q12.org>
Sent: Friday, May 21, 2004 5:08 PM
Subject: Re: [ODE] Getting X,y,Z rotation from rotation matrix
> Have a look at this:
> http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
>
> OpenGL's matrices are stored differently to ODE's (you have to swap
> the rows and columns around) but the principles are the same.
>
> James
>
> ----- Original Message -----
> From: Alessandro Monopoli <amonopoli at virgilio.it>
> Date: Fri, 21 May 2004 03:46:17 +0200
> Subject: [ODE] Getting X,y,Z rotation from rotation matrix
> To: ode at q12.org
>
> Hi all!
>
> I have a Newbye question :-)
> How can I get the X,Y,Z rotation radians from the Rotation matrix I
> get from dBodyGetRotation?
>
> Bye and thanks!
> alex
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