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Old Nov29-06, 12:05 PM                  #1
112358

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Posts: 1
Unhappy Rotation Angles for 3D Vector

Hello folks!

So, I'm working on a java applet where I want to rotate an object to point in the direction that it is moving. I have its velocity stored as a 3D vector (x,y,z) and I am using a 3D library that allows for rotation on any axis (x,y, or z).

It's my understanding that I need to calculate the Euler angles for rotation along all 3 axes. I've found a lot of help online for calculating Euler angles from a rotation matrix. My issue is that I don't have a rotation matrix, i just have the velocity vector of the object. Can anyone help me understand how to calculate rotation angles from a 3D vector? Do I need to first calculate a rotation matrix and then calculate Euler angles?

My pseudo-code for what I am attempting is as follows:

angle1 = getXRotation(velocity);
angle2 = getYRotation(velocity);
angle3 = getZRotation(velocity);

translate(location)
rotateX(angle1)
rotateY(angle2)
rotateZ(angle3)
draw object!

Thanks all!!
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Old Nov30-06, 01:55 AM                  #2
leon1127

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Posts: 486
Try to search quaternion, SU(3), unit complex number, etc. Quaternion may help you to simplify a lot of calculation.
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Old Nov30-06, 09:17 AM                  #3
nikolatesla20

nikolatesla20 is Offline:
Posts: 23
Google for "3D rotation matrices"

I get a hit:

http://www.euclideanspace.com/maths/...tion/index.htm

Also, quaternions I've seen on the 'net quite a few infos about them being overrated:

http://www.gamedev.net/community/for...opic_id=298882


I personally think using matrices is more intuitive.

-niko
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