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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T14:13:30+00:00 2026-05-16T14:13:30+00:00

Ok, so here is what I have: an abstract Object class which I made

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Ok, so here is what I have:

  • an abstract “Object” class which I made in a framework to use it as a base class for all 3D objects.

  • a Matrix4 member of this class which has the sole purpose of storing rotation info for the object.

  • some functions that multiply the matrix: for each of the yaw, pitch & roll rotations (both global and local), I made a method that multiplies the above rotation matrix with a new matrix.

e.g.: if you locally yaw the object by 45 degrees in CCW direction, then

rotMatrix = newRotationZMatrix(45) * rotMatrix;

What I would like to know is what is the best way of getting the global rotation of the object as a vector – generally speaking, how do you get the rotation angles around X,Y and Z from a transformation matrix that contains JUST rotations.

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  1. Editorial Team
    Editorial Team
    2026-05-16T14:13:31+00:00Added an answer on May 16, 2026 at 2:13 pm

    There are techniques to obtain that, just get the euler angles from a rotation matrix, it involves a bit of math. Here you can read about it.

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