Fix javadoc for Quaternion.toAngles() method (#802)
* Fix javadoc for Quaternion toAngles and fromAngles JME treats Z as the main direction or look direction so x is pitch, y is yaw, and z is roll,
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@ -217,7 +217,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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/**
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* <code>fromAngles</code> builds a quaternion from the Euler rotation
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* angles (y,r,p).
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* angles (x,y,z) aka (pitch, yaw, roll).
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*
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* @param angles
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* the Euler angles of rotation (in radians).
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@ -233,7 +233,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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/**
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* <code>fromAngles</code> builds a Quaternion from the Euler rotation
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* angles (x,y,z) aka (pitch, yaw, rall)). Note that we are applying in order: (y, z, x) aka (yaw, roll, pitch) but
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* angles (x,y,z) aka (pitch, yaw, roll)). Note that we are applying in order: (y, z, x) aka (yaw, roll, pitch) but
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* we've ordered them in x, y, and z for convenience.
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* @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm">http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm</a>
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*
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@ -276,8 +276,8 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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}
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/**
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* <code>toAngles</code> returns this quaternion converted to Euler
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* rotation angles (yaw,roll,pitch).<br/>
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* <code>toAngles</code> returns this quaternion converted to Euler rotation
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* angles (x,y,z) aka (pitch, yaw, roll).<br/>
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* Note that the result is not always 100% accurate due to the implications of euler angles.
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* @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm">http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm</a>
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*
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@ -309,9 +309,9 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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angles[2] = -FastMath.HALF_PI;
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angles[0] = 0;
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} else {
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angles[1] = FastMath.atan2(2 * y * w - 2 * x * z, sqx - sqy - sqz + sqw); // roll or heading
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angles[2] = FastMath.asin(2 * test / unit); // pitch or attitude
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angles[0] = FastMath.atan2(2 * x * w - 2 * y * z, -sqx + sqy - sqz + sqw); // yaw or bank
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angles[1] = FastMath.atan2(2 * y * w - 2 * x * z, sqx - sqy - sqz + sqw); // yaw or heading
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angles[2] = FastMath.asin(2 * test / unit); // roll or bank
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angles[0] = FastMath.atan2(2 * x * w - 2 * y * z, -sqx + sqy - sqz + sqw); // pitch or attitude
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}
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return angles;
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}
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