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Euler angles can be defined by elemental geometry or by composition of rotations (i.e. chained rotations).The geometrical definition demonstrates that three composed elemental rotations (rotations about the axes of a coordinate system) are always sufficient to reach any target frame.
Every rotation in three dimensions is defined by its axis (a vector along this axis is unchanged by the rotation), and its angle — the amount of rotation about that axis (Euler rotation theorem). There are several methods to compute the axis and angle from a rotation matrix (see also axis–angle representation ).
The axis–angle representation is equivalent to the more concise rotation vector, also called the Euler vector (not to be confused with a vector of Euler angles). In this case, both the rotation axis and the angle are represented by a vector codirectional with the rotation axis whose length is the rotation angle θ , θ = θ e . {\displaystyle ...
The idea behind Euler rotations is to split the complete rotation of the coordinate system into three simpler constitutive rotations, called precession, nutation, and intrinsic rotation, being each one of them an increment on one of the Euler angles. Notice that the outer matrix will represent a rotation around one of the axes of the reference ...
3D visualization of a sphere and a rotation about an Euler axis (^) by an angle of In 3-dimensional space, according to Euler's rotation theorem, any rotation or sequence of rotations of a rigid body or coordinate system about a fixed point is equivalent to a single rotation by a given angle about a fixed axis (called the Euler axis) that runs through the fixed point. [6]
The angle rotation sequence is ψ, θ, φ. Note that in this case ψ > 90° and θ is a negative angle. Similarly for Euler angles, we use the Tait Bryan angles (in terms of flight dynamics): Heading – : rotation about the Z-axis; Pitch – : rotation about the new Y-axis
The rotation is described by four Euler parameters due to Leonhard Euler. The Rodrigues' rotation formula (named after Olinde Rodrigues ), a method of calculating the position of a rotated point, is used in some software applications, such as flight simulators and computer games .
Every non-trivial rotation is determined by its axis of rotation (a line through the origin) and its angle of rotation. Rotations are not commutative (for example, rotating R 90° in the x-y plane followed by S 90° in the y-z plane is not the same as S followed by R ), making the 3D rotation group a nonabelian group .