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<span>Thanks Vince, for your reply. </span></div>
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<span>As long as the angles and X3D code is  generated by code one can of course easily calculate the individual parameters for a quaternion. But during the testing of our experimental Unity based browser, and preparing scenes for that, I found it very easy
 to extend the transform specification with a degree-based Euler attribute (Tait-Bryan would also have worked).</span></div>
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<span>The current system still makes it relatively difficult to manually apply an angle of the most used fractions of PI, doesn't it?</span></div>
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<span>I guess this issue must have been discussed in one of the early days of the X3D specification. But it seems to me a lost chance to make it more convenient.</span></div>
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<span>Regards</span></div>
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<span>Albert Jan Wonnink</span></div>
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<div id="divRplyFwdMsg" dir="ltr"><font color="#000000" face="Calibri, sans-serif" style="font-size:11pt"><b>Van:</b> vmarchetti@kshell.com <vmarchetti@kshell.com><br>
<b>Verzonden:</b> zondag 6 januari 2019 22:49<br>
<b>Aan:</b> Albert Jan Wonnink; X3D-Public<br>
<b>Onderwerp:</b> Re: [x3d-public] Euler rotation</font>
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<div>There is no single node Euler angle alternative representation of a rotation transform defined in the current (v 3.3) X3D standard.</div>
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<div>You can get an easier to edit representation of Euler angle rotation (specifically the Tait-Bryan angles, <a href="https://en.wikipedia.org/wiki/Euler_angles#Tait–Bryan_angles">https://en.wikipedia.org/wiki/Euler_angles#Tait%E2%80%93Bryan_angles</a>, commonly
 used for vehicle oriented</div>
<div>with respect to the horizon, by nesting 3 Transforms:</div>
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<div><Transform DEF="yaw-rotation" rotation="0 0 1 $yaw"></div>
<div><Transform DEF="pitch-rotation" rotation="0 1 0 $pitch"></div>
<div><Transform DEF="roll-rotation" rotation="1 0 0 $roll"></div>
<div><!-- put vehicle model here --></div>
<div><Shape>...</Shape></div>
<div></Transform></div>
<div></Transform></div>
<div></Transform></div>
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<div>where for $yaw, $pitch, $roll you need to substitute the numerical value of the rotation angle in radians.</div>
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<div>Vince Marchetti</div>
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<div>On Jan 6, 2019, at 12:53 PM, Albert Jan Wonnink <<a href="mailto:awonnink@hotmail.com">awonnink@hotmail.com</a>> wrote:</div>
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<span>Is there, or should there be, an Euler alternative for the transform 'rotation' property? This makes direct x3d code editing much easier.</span></div>
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<span>Regards,</span></div>
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<span>Albert Jan Wonnink </span></div>
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