Hi,

The help age on setEuler is ambiguous. It says:
"Sets the rotational component (upper 3x3) of this transform to the rotation
matrix converted from the Euler angles provided; the other non-rotational
elements are set as if this were an identity matrix. The euler parameter is
a Vector3d consisting of three rotation angles applied first about the X,
then Y then Z axis. These rotations are applied using a static frame of
reference. In other words, the orientation of the Y rotation axis is not
affected by the X rotation and the orientation of the Z rotation axis is not
affected by the X or Y rotation. "
Is the frame of reference static with respect to the observer or the object?

Regards

Mike
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+44 (0)20 8949 0353 (Work)
+44 (0)7956 359001   (Mobile)
+44 (0)20 8395 7587 (Home)
Mike Goldwater: [EMAIL PROTECTED]

Auric Hydrates Ltd
26,Sandal Road
New Malden
Surrey KT3 5AP
UK


-----Original Message-----
From:   Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]]
On Behalf Of Martijn Vastenburg
Sent:   10 January 2000 15:57
To:     [EMAIL PROTECTED]
Subject:        Re: [JAVA3D] rotX and rotY

If you multiply seperate rotations, the second rotation will use the
resulting object of the first rotation.
If however you want to do several rotations at once, e.g. roll/pitch/yaw for
an aircraft, you should use the
Transform3D.setEuler(Vector3d) method.

Hope this helps,
Martijn Vastenburg

> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Decker, Scott D
> Sent: vrijdag 7 januari 2000 17:47
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] rotX and rotY
>
>
> If you just did this
> Transform3D rotate = new Transform3D();
>
> rotate.rotY(Math.toRadians(90));
> rotate.rotX(Math.toRadians(90));
>
> only the rotation about x would take affect.  This is because
> when you use these
> rotate commands, it clobbers everything else in the matrix.
>
> as in the javadoc for these methods
> public void rotX(double angle)
>
>     Sets the value of this transform to a counter clockwise
> rotation about the x
> axis. All of the
>     non-rotational components are set as if this were an identity matrix.
>
> so, to do the double rotation, you could do this
>
> Transform3D rotateY = new Transform3D();
> Transform3D final_rotate = new Transform3D();
>
> rotateY.rotY(Math.toRadians(90));
> final_rotate.rotX(Math.toRadians(90));
>
> final_rotate.mul(rotateY);
>
> this will give you the double rotation.
>
> Scott
>
>
> Scott Decker
> Research Scientist
> Pacific Northwest National Labs
> [EMAIL PROTECTED]
> please feed the squirrels
>
> ==================================================================
> =========
> To unsubscribe, send email to [EMAIL PROTECTED] and include
> in the body
> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
>

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to