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Channel: GLM: Euler Angles to Quaternion - Game Development Stack Exchange
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Answer by Carlos for GLM: Euler Angles to Quaternion

vec3 myEuler (fAngle[0],fAngle[1],fAngle[2]);glm::quat myQuat (myEuler);fAngle must be in radians!

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Answer by Richard Fabian for GLM: Euler Angles to Quaternion

Solution is in wikipedia: http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_anglesusing that:sx = sin(x/2); sy = sin(y/2); sz = sin(z/2);cx = cos(x/2); cy = cos(y/2); cz =...

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Answer by hiddensunset4 for GLM: Euler Angles to Quaternion

glm::quat myquaternion = glm::quat(glm::vec3(angle.x, angle.y, angle.z));Where angle is a glm::vec3 containing pitch, yaw, roll respectively.PS. If in doubt, just go to the headers and look. The...

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Answer by Trevor Powell for GLM: Euler Angles to Quaternion

I'm not familiar with GLM, but in the absence of a function to directly convert from Euler angles into quaternions, you can use the "rotation around an axis" functions (such as "angleAxis") to it...

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GLM: Euler Angles to Quaternion

I hope you know GL Mathematics (GLM) because I've got a problem, I can not break:I have a set of Euler Angles and I need to perform smooth interpolation between them. The best way is converting them to...

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