ARKit Calc euler angles from rotation matrix in YXZ world
问题 I need help in math in general for euler angles and specifically in ARKit. I looked at many references for calculation of euler angles but I wondered why apple in its tutorial calculated yaw from atan2(r11, r12) as follow: let yaw = atan2f(camera.transform.columns.0.x, camera.transform.columns.1.x) If I need to calculate pitch or roll, for example how? I need to understand yaw and why they not always depends on yaw = camera.eularAngle.y Please check this code and questions in comments, I'm