it's not as simple as you think, the rotation occurs about the vector relitive to
the X,Y & Z axies, the rotation isn't about any of the "Main" axies at all
(unless you give it a main axis as a vector).
For instance: rotation 0 1 0 3.14159 will rotate you 180deg about the Y axis
Transform
{
rotation 0 1 1 1.5708
children [...]
}
This rotates 90deg about the vector 0 1 1
If I can do this in my head, I think a point at 0 0 1 would swing around to -1
0.5 0.5
(don't count on that, I may be screwed up here)
That isn't the same as.....
Transform
{
rotation 0 1 0 1.5708 //...... rotates 90deg about the Y axis
children
[
Transform
{
rotation 0 0 1 1.5708 //...... rotates 90deg about the Z axis
children [...]
}
]
}
Which should move a point from 0 0 1 to -1 0 0 to 0 1 0
Hope this helps some
Don
Nicolas Trussart wrote:
> Hello,
>
> In VRML, there is a field named "Rotation" in the Transform node.
> I would like to know how the Rotation field works.
>
> I mean, how to transform 3 angles (around X, Y and Z axis), given in degrees,
> to the vector and the angle in radian whom this field needs.
>
> Transform (vector's 3 components)
> { |
> |------------|
> rotation 0.4 0.5 0.8 2.67
> children |----|
> [ |
> ] (angle in radian)
> }
>
> Thank for your help.
>
> Nicolas.
>
> -------------------------------
> Nicolas Trussart
> Département Génie Civil
> Université Laval, Québec
> e-mail : [EMAIL PROTECTED]
>
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