From ba1d14ecb13a3f79a47d5862e6dfeb017c34c3d6 Mon Sep 17 00:00:00 2001 From: WestLangley Date: Fri, 16 Jun 2017 23:36:22 -0400 Subject: [PATCH] Euler docs. Correct and simplify. --- docs/api/math/Euler.html | 17 ++++------------- 1 file changed, 4 insertions(+), 13 deletions(-) diff --git a/docs/api/math/Euler.html b/docs/api/math/Euler.html index cd48e70b4593fc..9c01c3fed5f23e 100644 --- a/docs/api/math/Euler.html +++ b/docs/api/math/Euler.html @@ -54,19 +54,10 @@

[property:String order]

rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are: 'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.

- Three.js uses intrinsic (Tait-Bryan) ordering, also known as yaw, pitch - and roll. This means that rotations are performed with respect to the local - coordinate system. That is, for order 'XYZ', the rotation is first around world-X, then around - local-Y (which may now be different from the world Y-axis), then local-Z (which may be different - from the world Z-axis).

- - Some implementations may use extrinsic (proper) ordering, in which case rotations are performed - with respect to the world coordinate system, so that for order 'XYZ', the rotations - are around world-X, world-Y, and world-Z.

- - Converting between the two types is relatively straightforward, you just need to reverse the order - and the rotation, so that an intrinsic (three.js) Euler rotation of angles a, b, c about XYZ - will be equivalent to to an extrinsic Euler rotation of angles c, b, a about ZYX.

+ Three.js uses intrinsic Tait-Bryan angles. This means that rotations are performed with respect + to the local coordinate system. That is, for order 'XYZ', the rotation is first around the local-X + axis (which is the same as the world-X axis), then around local-Y (which may now be different from the + world Y-axis), then local-Z (which may be different from the world Z-axis).

If the order is changed, [page:.onChangeCallback onChangeCallback] will be called.