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# Quaternion to euler converter

**Quaternion** **to** **Euler** . angle conversion, using these methods, requires only. minor logical differences for repeated. Then get the actual angle using this formula. angleX = 0.98*angleX + 0.02*accelAngleX angleY = 0.98*angleY + 0.02*accelAngleY. The variables above must be the same variables used when calculating the gyro angle.

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Then I get gimbal-lock and the plane spins wildly (due to the mouse code). I don't know how I would create a Quat to describe the 2D vector rotation of the plane based on the mouse position (I've tried a straight conversion using **Quaternion**.Euler(0,0,sangle) and I get the same result).

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playerCamera.LocalOrientation = **Quaternion**.Euler(rotationX, 0, 0); Actor.Orientation *= **Quaternion**.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0); ... That said I had weird effects applying forces that should work but didn't which makes me think there are unit conversion problems in Flax. If that's the case then these should be resolved.

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The 12 special cases apply to **Euler** angles, not to **quaternions**. The only ambiguity about **quaternions** is that there are two conventions in the order of the **quaternion** elements, scalar first or last.

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Procedure to get attitude from known **Euler** angles: Start with airplane in level flight flying north (i.e. airplane axes coinciding with the inertial frame axes). Rotate airplane by yaw angle ψ around its current z-axis (coincides with zI-axis of the inertial (world) frame). Rotate airplane by pitch angle θ around its new (current) y-axis (is. A **quaternion** is a four-tuple, [2.4] where i, j, and k are defined 2 so that i 2 = j 2 = k 2 = ijk = − 1. Other important relationships between the components are that ij = k and ji = − k. This implies that **quaternion** multiplication is generally not commutative. A **quaternion** can be represented as a quadruple q = ( qx, qy, qz, qw) or as q.

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The inverse of a **quaternion** refers to the multiplicative inverse (or 1/q) and can be computed by q-1 =q'/(q*q'). If a **quaternion** q has length 1, we say that q is a unit **quaternion**.The inverse of a unit **quaternion** is its conjugate, q-1 =q' We can represent a **quaternion** in several ways, as a linear combination of 1, i, j, and k, ; as a vector of the four coefficients in this linear combination,.