PhysicsDerived

Euler Angles Calculator


Not sure how to use? Refer the How to use section

Final $x$-axis

Reference vector $(\vec{R})$ on the final $xy$-plane




How to use

Inputs:

The calculator takes as input two vectors and one field of convention to be followed (not all conventions have been added yet). The two vectors are:

To emphasize the point more clearly consider the diagram shown below. Here, the intial orientation is shown in blue color and the final orientation of the frame is shown in red.

Image showing the input vectors required for a particular orientation
Fig 1: The input vectors $X$ and $R$.

The final $x$-axis (say, $X$-axis) is in the direction $(x_1, x_2, x_3)$ with resepct to initial frame. Further, if $Y$-axis is in the direction $(y_1, y_2, y_3)$ with respect to the initial frame, then we can take the reference vector $R$ (shown in green in the diagram) to be any vector on the final $xy$-plane (as shown in figure): $$ \begin{align} \vec{R} &= c_1\vec{X} + c_2\vec{Y} \\[4px] &= (c_1x_1 + c_2y_1) + (c_1x_2 + c_2y_2) + (c_1x_3 + c_2y_3) \end{align} $$


Outputs:

The calculator gives four angles as outputs, three of which $(\alpha, \beta, \gamma)$ depends on the convention chosen, and the last one, $\theta$ doesn't. And, the rotation matrix for the output euler angles in the chosen convention.



About Euler Angles

In many of the applications today (including aircraft, space vehicle orientation, frames shifting in Physics, computer graphics, etc.), we find Euler Angles decribing the orientation of the frame in consideration. After all, that is for what Euler angles are. As is clear, these was introduced by Leonhard Euler to describe orientation of a rigid body.

Any orientation can be reached using the rotation by Euler Angles, $\alpha$, $\beta$ and $\gamma$ (these are the notations which we would use from here on). These rotations can be extrinsic (rotation about the original axes i.e. the initial $x$, $y$ and $z$-axes) or intrinsic (rotation about axes of successively new frames after each rotation). Now, there are many prevalent conventions for these angles and they all work for any given situation. One of them is $\text{ZXZ}$ (intrinsic). This means that we first rotate the frame about the initial $z$-axis by angle $\alpha$, then we rotate the resulting frame about the $x$-axis (say, $x'$) of the resulting frame by angle $\beta$ and finally about the $z$-axis (say, $z''$) of the second resulting frame by angle $\gamma$. The sequence is depicted in the figure below.

Image showing the first rotation about the initial z axis Image showing the second rotation about the x prime axis after the first rotation Image showing third and final rotation about the final z axis
Fig 2: The sequence of rotation in the $\text{ZXZ}$ (intrinsic) convention

The $x'$-axis ($x$-axis after the first rotation) is called the line of nodes (denoted by $N$) in the figure above.

Another convention is the $\text{ZYZ}$ (intrinsic) convention (refer Figure 2). Similar to what we said above, here we first rotate the frame about the initial $z$-axis by angle $\alpha$, then we rotate the resulting frame about the $y$-axis (say, $y'$) of the resulting frame by angle $\beta$ and finally about the $z$-axis (say, $z''$) of the second resulting frame by angle $\gamma$..

Image showing the first rotation about the initial z axis Image showing the second rotation about the y prime axis after the first rotation Image showing third and final rotation about the final z axis
Fig 3: The sequence of rotation in the $\text{ZYZ}$ (intrinsic) convention

Again, the $y'$-axis ($y$-axis after the first rotation) is called the line of nodes (denoted by $N$) in the above figure.