The result is right. when you create a Quartenion the values are normalized among x,y,z and w.
There are some alghoritms in the web to convert a Quaternion to Euler angles (X,Y,Z), but be careful . Some algorithms fails to map the 4D quaternion values to 3D Euler at specific ranges. Of course I am not the "math guy" to help you on it. Alessandro --- Michael Pfeiffer <[EMAIL PROTECTED]> escreveu: > Hi, > > following code-snipped delivers a strange result: > > System.out.println(Math.toDegrees((new > Quat4d(0,Math.toRadians(148),0,1.0)).y)); > > Instead of 148 the value of y is equal to > 57.29577951308232. What happened > here? And how can I get the value of 148 out of this > quaternion? > > Michael > > > -- > http://www.3dchat.org - Welcome To The Unreal World > http://java3d.virtualworlds.de - The J3D Developers > Ressource > > =========================================================================== > 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". ______________________________________________________________________ Yahoo! Mail - O melhor e-mail do Brasil! Abra sua conta agora: http://br.yahoo.com/info/mail.html =========================================================================== 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".
