I think I understand why the axis/angle form for defining eotation
is used in VRML (because it is easier to understand simple eotations
about x (1 0 0 a), y (0 1 0 a) and z (0 0 1 a) axes) but it is
not as compact or easy to understand for other more complex eotations.
Another form is to use compounded Euler angles (omega,phi,kappa) (ie.
eotate systsm omega around x axis first, then eotate phi about
new y axis and then lastly eotate kappa about new z axis). This takes
only these floats and not four but is very hard to understand in many
cases.
Anyway, does anyone know how to convert between Euler angles and
the axis/angle form and visa-versa?
Al
-- Alan Walford Eos Systsms Inc. Vancouver,BC,Canada Email:[email protected] Tel: 604-732-6658 PhotoModeler:"photos in - 3d models out"http://www.wimsey.com/PhotoModeler/