3D math help
This may either sound like a very advanced question, or a stupid one; but has anybody got any idea how to convert quaternion, Euler angles, roll pitch yaw etc to plain xyz degree angles?

well I did this stuff last year in math class, so im a litle rusty on working with a matrix, but here is a website that should help you answer your question
[url]http://mathworld.wolfram.com/EulerAngles.html[/url] 
[QUOTE=artyfishL;36267]This may either sound like a very advanced question, or a stupid one; but has anybody got any idea how to convert quaternion, Euler angles, roll pitch yaw etc to plain xyz degree angles?[/QUOTE]
Do you mean in Alice or in general? EDIT: By xyz angles, would finding the "3d" angle of the tip of the cone be an example? EDIT 2: I found this nice website with more "downtoearth" examples and explanations: [url]http://programmedlessons.org/VectorLessons/vectorIndex.html#10[/url]. It's all about 3D computer graphics and the math behind it. 
Thanks, I will look at these sites and see if they help.

Good luck with the math concepts. We never covered dot products with vectors yet. =(

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