Translate extrinsic rotations to intrinsic rotations ( Euler angles )

Posted by MineMan287 on Game Development See other posts from Game Development or by MineMan287
Published on 2013-09-21T23:24:46Z Indexed on 2013/10/25 22:13 UTC
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The problem I have is very frustrating: I am using the Jitter Physics library which gives Quaternion rotations, you can extract the extrinsic rotations but I need intrinsic rotations to rotate in OpenTK (There are other reasons as well so I don't want to make OpenTK use a Matrix)

GL.Rotate(xr, 1, 0, 0)
GL.Rotate(yr, 0, 1, 0)
GL.Rotate(zr, 0, 0, 1)

EDIT : Response to the first answer

Like This?

GL.Rotate(zr, 0, 0, 1)
GL.Rotate(yr, 0, 1, 0)
GL.Rotate(xr, 1, 0, 0)

Or This?

GL.Rotate(xr, 1, 0, 0)
GL.Rotate(yr, 0, 1, 0)
GL.Rotate(zr, 0, 0, 1)

GL.Rotate(zr, 0, 0, 1)
GL.Rotate(yr, 0, 1, 0)
GL.Rotate(xr, 1, 0, 0)

GL.Rotate(xr, 1, 0, 0)
GL.Rotate(yr, 0, 1, 0)
GL.Rotate(zr, 0, 0, 1)

I'm confused, please give an example

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