euler-angles

Controling OpenSceneGraph camera with Cartesian coordinates and Euler angles

巧了我就是萌 提交于 2019-12-06 12:26:13
问题 I am attempting to control an osg::Camera with Cartesian coordinates (X, Y, Z) and Euler angles (Yaw, Pitch, Roll) that I read in from file. Part 1 For some reason setting my roll will cause the camera to rotate around the z-axis and not the y-axis as expected. The following is the previously written camera manipulator that I am feeding my positional data to. class EulerManipulator : public osgGA::CameraManipulator { public: EulerManipulator(osg::ref_ptr<osg::View> x) : view(x), camView(new

Convert 2 3D Points to Directional Vectors to Euler Angles

不羁岁月 提交于 2019-12-06 11:55:46
Here's essentially my problem. Also maybe I am not familiar enough with Euler angles and what I'm attempting to do is not possible. I have 2 points in 3d space. p1 (1,2,3) p2 (4,5,6) In order to get the unit vectors for these two points I'm doing this basically. var productX = (position.X2 - position.X1); var productY = (position.Y2 - position.Y1); var productZ = (position.Z2 - position.Z1); var normalizedTotal = Math.sqrt(productX * productX + productY * productY + productZ * productZ); var unitVectorX, unitVectorY, unitVectorZ; if(normalizedTotal == 0) { unitVectorX = productX; unitVectorY =

Convert yaw, pitch AND roll to x,y,z vector in world coordinates

落爺英雄遲暮 提交于 2019-12-05 12:16:30
I'm working on some simple 3d graphics in OpenGL (java LWGJL), and I'm trying to figure out how to convert yaw, pitch and roll to the x, y and z components of my movement Vector. I know how to do this with just pitch and yaw (as explained here ), but I haven't found anything the explains how to integrate roll into this formula. I am aware that yaw and pitch are all that is needed to define a vector in 3d space, but I also need roll in this instance. I have keys bound to different movements relative to the camera in a basic WASD configuration ( A is local left, W is local forward, SPACE is

Controling OpenSceneGraph camera with Cartesian coordinates and Euler angles

谁都会走 提交于 2019-12-04 19:36:04
I am attempting to control an osg::Camera with Cartesian coordinates (X, Y, Z) and Euler angles (Yaw, Pitch, Roll) that I read in from file. Part 1 For some reason setting my roll will cause the camera to rotate around the z-axis and not the y-axis as expected. The following is the previously written camera manipulator that I am feeding my positional data to. class EulerManipulator : public osgGA::CameraManipulator { public: EulerManipulator(osg::ref_ptr<osg::View> x) : view(x), camView(new osg::CameraView) { } virtual ~EulerManipulator(){} virtual osg::Matrixd getMatrix() const { // Note: (x,

Roll pitch and yaw from Rotation matrix with Eigen Library

牧云@^-^@ 提交于 2019-12-04 04:28:39
I need to extract the roll pitch yaw angles from a rotation matrix and I want to be sure that what I do is correct. Eigen::Matrix< simFloat, 3, 1> rpy = orientation.toRotationMatrix().eulerAngles(0,1,2); const double r = ((double)rpy(0)); const double p = ((double)rpy(1)); const double y = ((double)rpy(2)); Is that correct? Because I was reading here: http://eigen.tuxfamily.org/dox/group__Geometry__Module.html#gad118fececd448d7485ffea4858775e5a And I was a bit confused when it says, at the end of the description, in which intervals are defined the angles. TSL_ I think this is what you are

Rotate a quaternion by Euler angles input

扶醉桌前 提交于 2019-12-04 01:42:45
问题 I am writing a code to control robotic arm in 3D space. The robotic arm handle the rotation by quaternion but I want user to control it by changing yaw, pitch and roll since its more sensible for human to use these. I wrote function to get the amount that user wants to rotate the arm in each of directions(roll, pitch, yaw) and output the new quaternion. I saved the current_quaternion as a global variable. I am using C++ and Eigen. Eigen::Quaterniond euler2Quaternion( const double roll, const

Euler angles vs. Quaternions - problems caused by the tension between internal storage and presentation to the user?

穿精又带淫゛_ 提交于 2019-12-04 00:11:20
问题 Quaternions are arguably an appropriate choice for representing object rotations internally. They are simple and efficient to interpolate and represent a single orientation unambiguously. However, presenting quaternions in the user interface is generally inappropriate - Euler angles are generally much more familiar to users, and their values are a little more intuitive and predictable. Euler angles suffer from being complicated at the code level - they require that an order of rotation is

Euler angles between two 3d vectors

僤鯓⒐⒋嵵緔 提交于 2019-12-03 07:12:29
How do you find the 3 euler angles between 2 3D vectors? When I have one Vector and I want to get its rotation, this link can be usually used: Calculate rotations to look at a 3D point? But how do I do it when calculating them according to one another? Ali As others have already pointed out, your question should be revised. Let's call your vectors a and b . I assume that length(a)==length(b) > 0 otherwise I cannot answer the question. Calculate the cross product of your vectors v = a x b ; v gives the axis of rotation. By computing the dot product , you can get the cosine of the angle you

Euler to Quaternion / Quaternion to Euler using Eigen

六眼飞鱼酱① 提交于 2019-12-03 03:39:35
I'm trying to implement a functionality that can convert an Euler angle into an Quaternion and back "YXZ"-convention using Eigen. Later this should be used to let the user give you Euler angles and rotate around as Quaternion and convert Back for the user. In fact i am realy bad at math but tried my best. I have no Idea if this matrices are correct or anything. The code Works, but my results are way to off, i suppose. Any idea where i take the wrong turn? This is what my Quat.cpp looks like: #include "Quat.h" #include <Eigen/Geometry> #include <Eigen/Dense> #include <cmath> #include <iostream>

Split quaternion into axis rotations

為{幸葍}努か 提交于 2019-12-02 17:49:01
问题 I have a quaternion representing the orientantion of an object (yellow box and sphere). I would like to know if it is possible to split that quaternion into other quaternions that give us the rotation of each local axis (X, Y and Z). What I have been doing until now is getting the Euler representation and work with it, but it is not the correct solution for my particular case: Given two points (blue boxes), I want to limit the orientation of my object so that it can't point out of the grey