ASDF fbc7115 documentation Implementation Notes
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Implementation Notes#

The information in this section is not needed in order to create audio scenes with the ASDF.

When implementing an ASDF library, it is recommended to convert all rotation angles as soon as possible into rotation matrices or quaternions, as the following sections show.

  • Converting ASDF Rotations to Rotation Matrices
    • Azimuth: Rotation around the z-Axis
    • Elevation: Rotation around the (local) x-Axis
    • Roll: Rotation around the (local) y-Axis
    • Combining all Axes
    • Rotation Matrix to Angles
      • Gimbal Lock
  • Converting ASDF Rotations to Quaternions
    • Azimuth: Rotation around the z-Axis
    • Elevation: Rotation around the (local) x-Axis
    • Roll: Rotation around the (local) y-Axis
    • Combining all Axes
    • Quaternion to Rotation Matrix
    • Quaternion to ASDF rotations
      • Gimbal Lock

Table of Contents

  • Introduction
  • Position and Orientation
  • Elements
  • Repetition
  • ASDF Splines
  • Special Shapes
  • Implementation Notes
    • Converting ASDF Rotations to Rotation Matrices
    • Converting ASDF Rotations to Quaternions

  • General Index
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