   PHYSX AGEIA Coordinate and Rotation system
  I have been trying to find an answer to this but haven't had any success.What is the rotation  order in PhysX ageia, i currently believe it is XYZ.Also i think that it is a Right handed coordinate system.While trying to convert the rotation into Euler angles and then converting it back to a left handed system( DIRECTX), my rotation goes really bad.Since these two componenets are on different machines, thus i would prefer to send the least data ( euler angles) instead of the whole rotation matrix.. any suggestions will be really great. Am stuck at this for quite some time..   
  Regarding the handedness, why not just set up your graphics to use the same handedness as the physics simulation? That might simplify things a bit.Regarding the orientation, in what form do you get the object orientations from PhysX? (Although I don't really know one way or the other, I'd be a little surprised if PhysX used Euler angles at all, or had any concept of 'rotation order'.)   ;Quote:Original post by jykRegarding the handedness, why not just set up your graphics to use the same handedness as the physics simulation? That might simplify things a bit.Regarding the orientation, in what form do you get the object orientations from PhysX? (Although I don't really know one way or the other, I'd be a little surprised if PhysX used Euler angles at all, or had any concept of 'rotation order'.)Physx Ageia provides quaternions as well as a 3x4 rotations matrix for rotation.   ;Quote:Physx Ageia provides quaternions as well as a 3x4 rotations matrix for rotation.If the PhysX API doesn't make use of Euler angles, then PhysX doesn't really have a 'rotation order', per se. There could certainly be problems with your Euler-angle conversions, but that doesn't really have anything to do with PhysX.As for the Euler angles thing, if you're trying to minimize how much data you have to transmit, how about sending quaternions or compressed quaternions instead? (Personally, I'd recommend avoiding Euler angles altogether if you can get away with it.)If you're set on using Euler angles though, make sure you're using the same conventions for the 'to Euler angles' conversion as you're using for the 'from Euler angles' conversion (if the conventions differ, the results are likely to be incorrect).   