Hi,

Can anyone tell me how to transform counter clockwise euler angles to

clockwise euler angles?

regards,

Rune Laursen

Hi,

Can anyone tell me how to transform counter clockwise euler angles to

clockwise euler angles?

regards,

Rune Laursen

isn't it 360deg-(your angle) ?

Rene

> Hi,

> Can anyone tell me how to transform counter clockwise euler angles to

> clockwise euler angles?

Ok, I didn't explain the problem well enough. I am using a headtracker which

returns it's viewing direction in 3 euler angles. One of the angles is in

the range -90 to 90 and the other two is in the range -180 to 180. The

angles are measured counter clockwise. I have a function that converts these

angles to a counter clockwise rotation matrix. I need a clockwise rotation

matrix, so I figured that the euler angles would have to be converted to

clockwise before converting them to a rotation matrix. Is that the wrong

approach?

> isn't it 360deg-(your angle) ?

> Rene

> > Hi,

> > Can anyone tell me how to transform counter clockwise euler angles to

> > clockwise euler angles?

> Ok, I didn't explain the problem well enough. I am using a headtracker which

> returns it's viewing direction in 3 euler angles. One of the angles is in

> the range -90 to 90 and the other two is in the range -180 to 180. The

> angles are measured counter clockwise.

are supposed to be facing. Remember that a clock's hand will appear

to rotate CCW if you're looking at the back of the clock.

This description still doesn't make much sense, I think. There is noQuote:> I have a function that converts these angles to a counter clockwise

> rotation matrix. I need a clockwise rotation matrix, so I figured

> that the euler angles would have to be converted to clockwise before

> converting them to a rotation matrix. Is that the wrong approach?

such thing as a clockwise rotation matrix.

To convert any triplet of Euler angles into a rotation matrix, you

have to know *exactly* how these Euler angles are defined, so you can

reflect that knowledge by chosing the right axis direction vectors in

the formula:

M := R(axis1,angle1)*R(axis2,angle2)*R(axis3,angle3)

CCW vs. CW rotation can be implemented in this setup by flipping

either the sign of the angle, or the direction of the axis direction

vector.

--

Even if all the snow were burnt, ashes would remain.

I would like to convert 3 euler angles that I'm using to define the

orientation

of a 3d mesh object to an axis/angle representation, so I can call

glRotate(angle, axis)

to rotate the 3d object without suffering from this gimbol lock

thingy-mcbob.

Can anyone here tell how to do this ?

I'm using the right-handed coord. system like OpenGL's.

Thanks,

--Rick

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