http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToEuler/

There’s some conditionals relating to pole singularities that you have to deal with. Euler angles are very messy, best not to use them at all if you can in any way avoid them. What do you need the angles for?

Hi,

I’m using a rotation matrices to represent the orientation of an object, but I need the 3 Euler angles, represented by this matrix. If I m applying my rotation matrix to the ModelviewMatrix before drawing the object (OpenGL) everything works fine. But if I apply the 3 angles independently in a:

the whole orientation of the object gets messed up!

I extract the 3 angles from my 3x3 matrix the following way:

Does anyone got any idea on this? It seems that some sources are advising not to use this kind of conversion, but I can’t understand why. The problem is that once I ‘roll’ my object 90 degrees to the left, a pitch maneuver will ‘yaw’ the object etc…

many thanks in advance!