A Unity utility for simply converting between different coordinate frames.
Showing difference in euler angle application for frame
+X+Y-Z, -Z-X-Y (left) and
+Z+X+Y, +X+Y+X (right).
40, -220, -105 in the first frame are equivelant to
-40, -100, -150 in the second.
Which way is notionally considered “up”, “right”, and “forward”:
U | F | ／ .-----R
Which order Euler angles are applied.
Whether positive rotation is clockwise or counterclockwise about the “right hand rule”. Counterclockwise rotations are considered to be negative.
Extrinsic and Intrinsic Rotations
Angles are applied using extrinsic or fixed axis rotations by default. To use intrinsic or moving axis rotations, simply invert the order in which rotations are applied.
using FrameConversions; //... // Unity forward is _into_ the screen, and uses left handed rotations CoordinateFrame UnityFrame = new CoordinateFrame("+X+Y-Z", "-Z-X-Y"); CoordinateFrame OtherFrame = new CoordinateFrame("XYZ", "XYZ"); // Convert a position from the other coordinate frame into Unity's OtherFrame.ConvertPosition(UnityFrame, new Vector3(1, 3, 2)); // Convert a set of euler angles from Unity Frame into the other frame // Angles are specified in 20 about Z, 30 about X, 40 about Y UnityFrame.ConvertEulerAngles(OtherFrame, new EulerAngles(20, 30, 40)); // Wrapper for converting between frames CoordinateFrameConverter Unity2Other = new CoordinateFrameConverter(UnityFrame, OtherFrame); Unity2Other.ConvertPosition(new Vector3(1,2,3)); // Converting from the other frame to Unity's Unity2Other.inverse.ConvertPosition(new Vector3(1,2,3));
Represents the position in a coordinate frame. Specifys a point
x units on the X axis,
y units on the Y axis, and
z units on the Z axis in the particular frame the point is in.
Represents the ordered rotation in a coordinate frame. Specifies the order in degrees a rotation should occur about the first, second, then third rotation axis as specified in a rotation order axis set.
- Unity takes euler orders as a vector and applies them in Z, X, Y order (taking them from place 2, then 0, then 1 from the vector). This library assumes the angles in EulerAngles are specified in the order they are applied, so Unity’s would have to be specified as [Z, X, Y] in the struct. So Euler Angles specified as
Vector3(10, 20, 30)in Unity would have to be specified as
EulerAngles(30, 10, 20)