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The terms "Rotation in the xz plane" and "Rotation arround the y axis" can lead to confusion #130
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I think the best solution to this problem is actually to change the Bivec3 to use the zx plane rather than xz... doing so is also the most common choice in the GA literature, so it makes sense. I've been meaning to for a little while but just haven't had the time to go back and redo the derivations/rewrite the code. It should just be a matter of adding/removing some |
I'm probably misunderstanding something here, but the documentation for
So if I pass
It looks to me like a rotation in the XY plane; the X axis gets transformed to Y, and the Y axis ends up at -X. Through experimentation I think it's interpreting the arguments as |
n ultraviolet, Bivector are represented in the basis
(xy xz yz)
, and user are invited to think of rotation as happening in a plane rather than around and axis.When thinking about rotations as happening around an axis, one must chose a convention for which direction is the "positive" rotation direction. Often, the convention used is the "right hand rule"
However, from the "right hand rule" perspective, a rotation in the plane
xz
is a rotation around the axis -y .Because of that, some behaviors of
ultraviolet
may seem counterintuitive. For exampleThe method
Rotor3::from_rotation_xz(theta)
andMat3::from_rotation_y(theta)
produce two rotations that go in the opposite direction.In my opinion the following things could reduce the confusion
Mat3::from_rotation_y
byMat3::from_rotation_xz
(and adjust the implementation) as well as all the Mat3::from_rotation_....`The text was updated successfully, but these errors were encountered: