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Angles are sometimes expressed as Radians, but the Simulator initial conditions and a few other locations are in Degrees. Choosing one convention (I recommend radians) for the whole simulator and sticking to it is less confusing.
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Fair point,my idea was to implement something similar to what most Game Engines/3D Software Packages(Unity, Blender) will implement, anything user facing will allow you to set up in degrees and convert internally to a Quaternion or a Transform Matrix, I took the approach of using rotation matrices internally. I don't really understand Quaternions properly enough to implement them.
I'll consult with Prof. Tucker and refactor accordingly, thanks for pointing this out though, I understand it can be confusing!
Angles are sometimes expressed as Radians, but the Simulator initial conditions and a few other locations are in Degrees. Choosing one convention (I recommend radians) for the whole simulator and sticking to it is less confusing.
The text was updated successfully, but these errors were encountered: