[x3d-public] Euler rotation
Albert Jan Wonnink
awonnink at hotmail.com
Sun Jan 6 14:24:38 PST 2019
Thanks Vince, for your reply.
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).
The current system still makes it relatively difficult to manually apply an angle of the most used fractions of PI, doesn't it?
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.
Regards
Albert Jan Wonnink
________________________________
Van: vmarchetti at kshell.com <vmarchetti at kshell.com>
Verzonden: zondag 6 januari 2019 22:49
Aan: Albert Jan Wonnink; X3D-Public
Onderwerp: Re: [x3d-public] Euler rotation
There is no single node Euler angle alternative representation of a rotation transform defined in the current (v 3.3) X3D standard.
You can get an easier to edit representation of Euler angle rotation (specifically the Tait-Bryan angles, https://en.wikipedia.org/wiki/Euler_angles#Tait%E2%80%93Bryan_angles<https://en.wikipedia.org/wiki/Euler_angles#Tait-Bryan_angles>, commonly used for vehicle oriented
with respect to the horizon, by nesting 3 Transforms:
<Transform DEF="yaw-rotation" rotation="0 0 1 $yaw">
<Transform DEF="pitch-rotation" rotation="0 1 0 $pitch">
<Transform DEF="roll-rotation" rotation="1 0 0 $roll">
<!-- put vehicle model here -->
<Shape>...</Shape>
</Transform>
</Transform>
</Transform>
where for $yaw, $pitch, $roll you need to substitute the numerical value of the rotation angle in radians.
Vince Marchetti
On Jan 6, 2019, at 12:53 PM, Albert Jan Wonnink <awonnink at hotmail.com<mailto:awonnink at hotmail.com>> wrote:
Is there, or should there be, an Euler alternative for the transform 'rotation' property? This makes direct x3d code editing much easier.
Regards,
Albert Jan Wonnink
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