Closed UserAB1236872 closed 10 years ago
As a physicist, I have a strong preference for radians.
(But that is just my 2c and my opinion doesn't count for everything :smile:)
I prefer radians. But much more than that, I prefer consistency.
Resolved: the package now always uses radians. This was especially jarring where constructing a an Angle/Axis rotation matrix and constructing an Angle/Axis quaternion used different units...
I ultimately decided on radians because:
There is a small snag in that now the library doesn't match most 3D math libraries' (esp. GLM/OpenGL's) convention of using degrees, but oh well.
I was just testing some quaternion functions and hit a brick wall: my simple test case was failing!
I mean, it checked out against every other in-program method of computing the rotation, but not my hand computed one. My inkling was to check the source. Yup, QuatRotate and HomogRotate3D use degrees.
It seems like the package is split between degrees and radians, with some functions taking one and some taking another. I think I chose degrees on the methods I did because both GLM and the deprecated OpenGL functions used degrees.
Is there a preference on this? Personally, I prefer radians simply because that's what the math package likes. I don't think degrees are THAT much more intuitive to work with, and it's not a huge deal to make a
DegToRad
utility function anyway, but I don't want to shake things up too much without input.