Questions tagged [euler-angles]

The Euler angles are three angles introduced by Leonhard Euler to describe the 3D orientation of a rigid body.

The idea of Euler angles is to split the complete rotation of a cartesian coordinate system into three simpler rotations about the axes of this system. Euler angles also represent three composed rotations that move a reference frame to a given referred frame. This is equivalent to saying that any orientation can be achieved by composing three elemental rotations (rotations around a single axis), and also equivalent to saying that any rotation matrix can be decomposed as a product of three elemental rotation matrices.

475 questions
0
votes
0 answers

Converting vector from relative coordinate system to an absolute one

I'm trying to make a quadcopter drone. I'm using an mpu6050 to get acceleration & angular speed and then convert them to Roll / pitch / yaw With the acceleration, i'm also trying to get the speed & position by integration. However , i need them to…
0
votes
1 answer

three.js: Y-rotation of group, relative to camera

Even after hours of googling, I can't really get my head around this. Maybe somebody here can help me a bit with this. I basically want to determine the Y-rotation of an object (that is always in the viewport's center), relative to my camera.…
skizzo
  • 393
  • 1
  • 3
  • 13
0
votes
2 answers

Unity 3d, point object towards mouse (3d space)

I searched around for a while but I couldn't figure out how to solve this nasty bug. I am using a top down view (pointing towards -z), basically 2d with 3d objects and camera in perspective mode. I need to orient an object towards the mouse ,…
NemoPS
  • 409
  • 2
  • 13
0
votes
1 answer

Tibia angle from Quaternion on a plane, Euler Angles

I came to a situation on getting Tibia angles from an IMU. The sensor is giving me quaternions and also Euler Angles (order XYZ). I need to know based on a reference plane, the Z angle on plane XZ (Directing z up) My protocol is to get the person…
ds16
  • 3
  • 1
  • 3
0
votes
1 answer

What is the difference between camera.transform and eulerAngles in ARKit?

According to the ARKit document, i.e., ARCamera, I see there are 2 ways describing the orientation of the camera, camera.transform and eulerAngles. First, I transform the rotation matrix of frame.camera to euler angles and then the outputs are not…
teng
  • 21
  • 3
0
votes
1 answer

OpenGL Move camera around point

I initialize the camera class from the eye, target and up vectors with glm::lookAt function, then I get Yaw, Pitch and Roll values from glm::yaw and so on. I made a rotate method that takes xoffset and yoffset to rotate the camera around its target…
Mohamed Moussa
  • 103
  • 1
  • 13
0
votes
1 answer

Orientation from magnetometer data

I saw lot of topics with the same title but answers are different. I have a magnetometer in my phone which give me the components of magnetic field in direction of X, Y, Z. Which of the following angles can be determined using datas of…
Robert
  • 127
  • 2
  • 11
0
votes
0 answers

Small changes in quaternion - huge Euler angle jumps

I have a sequence of camera poses and want to compute the angular change (pitch, yaw, roll) from the previous camera pose to the current one. As input I have 3x3 rotation matrices. When I run the following code, it works 90% of the time, but in…
Close Call
  • 653
  • 1
  • 6
  • 18
0
votes
1 answer

Python: rotating 3D objects in kivy (unwanted tilt)

I want to make something like a simple 3D viewer (maybe editor). So one of my goals is to learn how to rotate 3D objects for example using mouse. I took "3D Rotating Monkey Head" example and changed some code in the main.py file. I used functions of…
me2 beats
  • 774
  • 1
  • 8
  • 24
0
votes
0 answers

Maintaining a specific rotation in all frames on multiple GameObjects

I am making a game that has a feature whereby 2D and 3D elements are placed in a world together. here you have an idea of the kind of mix that can be seen in my game. I acheive this by placing my camera inside a gameObject called cameraHolder and…
0
votes
1 answer

Unity set player Y-rotation equal to that of the camera Y-rotaion

I need to set directly the Y-Rotation of the player to be equal to the Camera.main Y-Rotation I have searched a lot but can't find the answer. I know it is simple but I can't manage it. Edit: I tried this code transform.rotation =…
Joe
  • 879
  • 3
  • 14
  • 37
0
votes
0 answers

Why does my 3D Object flip suddenly when rotating around the z-axis?

I create a Quaternion (w, x, y, z) using input from an IMU device. I then normalize the quaternion and find the euler angles based on this conversion code from quaternion to euler angles: private PVector setEulerAngles(){ // roll: x-axis…
karamazovbros
  • 950
  • 1
  • 11
  • 40
0
votes
1 answer

Getting wrong angle of rotation of target using opencv python

I am trying to find out the angle of rotation of an object using opencv python. For this purpose I have detected the target then I am able to find out the rotation vector and I am converting it to rotation matrix and from this matrix I am…
0
votes
1 answer

C# CS0165 on the result of Quaternion

i want to convert my Quaternions in to euler angles but in this function I get an error on result.W. The error is CS0165. public static Quaternion Euler(string[]text) { double yaw = Convert.ToDouble(text[1]); double pitch =…
0
votes
0 answers

Rotation matrix of ligand in vmd

I am trying to get rotation matrix of ligand to find Euler angles using VMD software. Using measure inertia command I can get principal axes of rotation. How can I form rotation matrix from normalized principal axes? In one paper I found that some…