Translation of euler angles into rotation around arbitrary axis

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To translate the orientation of a 3D object defined by Euler angles (theta, psi, phi) into rotation around an arbitrary axis, one can apply the rotation to a unit vector and use the cross product to find the axis of rotation. The dot product will provide the cosine of the angle between the original and rotated vectors, allowing for the equivalent rotation around the derived axis. Determining the direction of rotation (clockwise or counterclockwise) may require additional exploration. Resources on quaternions and robot motion can offer deeper insights into the mathematics of 3D rotations. Utilizing techniques like trackball or arcball can enhance user interaction in VRML environments.
husham
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i have an orientation of a 3d object in space given by theeta, si and phi i.e. angles which the objects makes with respect to three axis. Now i want to translate the
problem such that i get an arbitrary axis rotation about which to some calculated degrees would produce same orientation.

Practical Problem.
I'm trying to give a specific orientation to an object in VRML builder 2.0 for which i have information in theeta, si and phi...
 
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I don't know VRML (so I really don't know what theta, phi ans psi mean), but I think you should be able to try the following:

Take an arbitrary unit vector --say, the unitary X, (1,0,0)-- and apply the three-angle rotation to it (or one rotation at a time, but, if the angle description is like pitch-roll-yaw in airplanes, the order is critical), in order to get a rotated (and also unitary) vector R. Now, the cross product X x R will give you the axis of the equivalent rotation, and the dot product X . R will give you the cosine of the angle between the two vectors. So rotating this angle around the axis given by R is an equivalent rotation.

What I'm not sure is how to determine to which side you have to rotate, clockwise or counterclockwise with respect to the vector R. But I think that hacking a bit around this idea you should get it right.
 
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Hi, husham, welcome to PF!

husham said:
i have an orientation of a 3d object in space given by theeta, si and phi i.e. angles which the objects makes with respect to three axis.

If you mean orientation of an axis of rotation or a direction vector, then the keyterm you want is Euler angles.

husham said:
Now i want to translate the problem such that i get an arbitrary axis rotation about which to some calculated degrees would produce same orientation.

A picture (see "Attachments" in https://www.physicsforums.com/faq.php?faq=vb_faq#faq_vb_board_usage ) would really help since I am not sure I understand the question, but there are plenty of books on robot motion which probably will explain what you want to know in terminology already familiar to you. Ask here and you may hear invariant subspace and complex eigenvector and characteristic polynomial :wink: whose relevance might not be immediately apparent to you unless you've had a solid course in linear algebra (vector spaces, operators, eigenthings and all that).
 
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A powerful way of describing rotations in 3D is by the use of quaternions. These are an extension of the complex numbers with special rules for doing calculations with them. This link will give you more information.

http://en.wikipedia.org/wiki/Quaternion

It is the standard in case you are working with 3D graphics. Don't be afraid of the (sometimes) lengthy calculations involved, it will turn out as a possible solution to your problem.

Edit: In case you want to rotate an object in VRML by use of the mouse, look on www for information on trackball and arcball. I found the trackball the best intuitive way of doing rotations with a mouse.
 
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Here is a little puzzle from the book 100 Geometric Games by Pierre Berloquin. The side of a small square is one meter long and the side of a larger square one and a half meters long. One vertex of the large square is at the center of the small square. The side of the large square cuts two sides of the small square into one- third parts and two-thirds parts. What is the area where the squares overlap?

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