Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Euler docs. Correct and simplify. #11537

Merged
merged 1 commit into from
Jun 17, 2017
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
17 changes: 4 additions & 13 deletions docs/api/math/Euler.html
Original file line number Diff line number Diff line change
Expand Up @@ -54,19 +54,10 @@ <h3>[property:String order]</h3>
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.<br /><br />

Three.js uses <em>intrinsic</em> (Tait-Bryan) ordering, also known as <em>yaw</em>, <em>pitch</em>
and <em>roll</em>. This means that rotations are performed with respect to the <em>local</em>
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).<br /><br />

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

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.<br /><br />
Three.js uses <em>intrinsic</em> Tait-Bryan angles. This means that rotations are performed with respect
to the <em>local</em> 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).<br /><br />

If the order is changed, [page:.onChangeCallback onChangeCallback] will be called.
</div>
Expand Down