Transformation (cont...)
Rotation
- Pitch, rotation around X axis
- Yaw, rotation around Y axis
- Roll, rotation around Z axis
- Euler Anges
- R(X,Y,Z), where X,Y,Z are angles (usually in degrees or
radians)
- Quaternions
- R(X,Y,Z,theta), where X,Y,Z is a vector and theta is the
angle
#VRML V1.0 ascii
Material { diffuseColor 1 0 0 }
Rotation { rotation 0 1 1 2 } # Quaternion
Cube { depth 2 height 2 width 2 }
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