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This repository has been archived by the owner on Nov 30, 2022. It is now read-only.
I am having a bit of trouble extracting the XYZ euler angles from a 3x3 rotation matrix. I have this code that updates the position based on the transform given from the GetTransform() function.
There are multiple different sets of euler angles for a single rotation matrix. Typically in 3D games euler angles aren't used by the lower level parts of the engine due to inconvenience in doing so. Sometimes artists or similar like to input euler angles through a user interface, but generally those angles are converted to a rotation matrix for the runtime.
So there's no built-in function in qu3e to do this. But you can write the code to do this yourself, if you like :)
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I am having a bit of trouble extracting the XYZ euler angles from a 3x3 rotation matrix. I have this code that updates the position based on the transform given from the GetTransform() function.
I want to be able to set a rotation aswell, but I am not sure how to extract euler angles from the rotation matrix in the transform variable.
How would I go about getting euler angles from a rotation q3Mat3?
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