Translate extrinsic rotations to intrinsic rotations ( Euler angles )
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MineMan287
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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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