How to handle the moving object using the three euler angles( X,Y,Z)

edited August 2016 in DualSPHysics_v4.0
I am making the tool to export xml file from Autodesk Maya.
To handle the moving collision objects, I am using 3 euler angles (rotation x, y, z) and three axes.
The 3 euler angles are taken from euler values in the world space in Maya. The three axes are made by using object's pivot position in the world space.
For example, when world position of object's pivot is (1.0, 2.0, 3.0), three axes are like these - for X-axis : axisp1 =(1,0, 2.0, 3.0) axisp2=(-1.0, 2.0, 3.0)
for Y-axis : axisp1 =(1,0, 2.0, 3.0) axisp2=(1.0, -2.0, 3.0)
for Z-axis : axisp1 =(1,0, 2.0, 3.0) axisp2=(1.0, 2.0, -3.0)

To handle a collision object, I am using 4 moving objects.
These 4 objects are contains the moving information each, x-angle, y-angle, z-angle and translation.
And then, I am using hierarchy of objects in the motion part in XML like below

Case1:

< motion >
RotX object
|_ RotY object
     |_ RotZ object
          |_ Translate Object
< /motion >


Case2:
< motion >
Translate Object
|_ RotZ object
      |_RotY object
           |_ RotX object
< /motion >

but, Case1 and Case2 do not work correctly.

Alex or anybody, could you explain how to rotate using three euler angles the moving collision object?

And I checked the source codes, but the parts which related with motion and xml are precompiled as static files(.a). Could I get the cpp files related moving object and xml?
I want to try handle the rotation using the quaternion.

I will look forward to your answer.
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