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 don't think you're going to find an answer that's pure trig. Not an elegant one, anyway.

Euler angles(Pitch/Yaw/Roll) are not the right tool for this job. Gimble-lock will be a problem, as well as the ambiguity of the order of operations.

I suggest storing your objects' current rotational state in either a Matrix or a Quaternion. Only use Euler angles for relatively small deltas.

You can use Homogeneous Transformation matrix method which is widely used to calculate the final position after all the rotations.

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