Ogre wrote:Pitch = Calculate the local pitch element of the quaternion.
By Default the method returns the 'intuitive' result that is,If you projected the local Z of the quaternion onto the X And Y axes, the angle between them is returned.
If set To false though, the result is the actual pitch that will be used To implement the quaternion, which is the shortest possible path To get To the same orientation And may involve less axial rotation.
The co-domain of the returned value is from -180 To 180 degrees.
Yaw = Calculate the local yaw element of this quaternion.
By Default the method returns the 'intuitive' result that is, If you projected the local Y of the quaternion onto the X And Z axes, the angle between them is returned.
If set To false though, the result is the actual yaw that will be used To implement the quaternion, which is the shortest possible path To get To the same orientation And may involve less axial rotation.
The co-domain of the returned value is from -180 To 180 degrees.
Roll = Calculate the local roll element of this quaternion.
By Default the method returns the 'intuitive' result that is, If you projected the local Y of the quaternion onto the X And Y axes, the angle between them is returned.
If set To false though, the result is the actual roll that will be used To implement the quaternion, which is the shortest possible path To get To the same orientation And may involve less axial rotation.
The co-domain of the returned value is from -180 To 180 degrees.
Pitch/Yaw/Roll definition
Pitch/Yaw/Roll definition
After reading this, I post here to stay in the area 3D
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
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