3.5.2 · D1 · Physics › Guidance, Navigation & Control (GNC) › Euler angles — roll φ, pitch θ, yaw ψ; rotation sequence (3-
Yeh batane ke liye ki koi vehicle kis taraf point kar raha hai, hum do sets of arrows compare karte hain: ek fixed set jo ground se chipki hai aur ek moving set jo vehicle se chipki hai — aur hum us twist ko describe karte hain jo ek ko doosre se align karti hai. Parent page par har ek symbol ya to un arrows mein se kisi ka naam hai, unke beech ka twist hai, ya woh bookkeeping hai jo twist ko reversible banati hai.
Yeh page kuch bhi assume nahi karti. Agar parent note (the topic note ) mein koi symbol use hua hai, toh hum use yahan pehle ek picture se build karte hain.
Definition Vector — ek arrow jisme length aur direction hoti hai
Ek vector ek arrow hai. Iske paas ek length hai (kitna lamba) aur ek direction hai (kis taraf point karta hai). Ise koi parwah nahi ki aapne ise kahan draw kiya — ise slide karo, yeh same vector rehta hai. Hum ise numbers ki ek chhoti list se likhte hain, jaise [ 1 , 0 , 0 ] , jab hum measurement ke liye axes choose kar lete hain.
Intuition Arrow ke liye numbers kyun chahiye
Arrow ki picture insaanon ke liye great hai, lekin aircraft par ek computer ko numbers chahiye. Arrow ko numbers mein convert karne ke liye humein rulers chahiye use measure karne ke liye — teen perpendicular rulers. Tin rulers ka woh set ek frame hai.
Definition Frame — teen perpendicular measuring axes
Ek frame teen arrows ka set hai, sab right angles (9 0 ∘ ) par, ek corner (the origin ) par milte hain. Hum inhe x , y , z axes kehte hain. Koi bhi doosra arrow describe kiya ja sakta hai "x ke saath kitna, y ke saath kitna, z ke saath kitna" — woh teen distances uske coordinates hain.
Parent do frames use karta hai:
Definition Navigation frame
{ n } aur Body frame { b }
{ n } (the navigation frame , e.g. North-East-Down ) ground se chipka hua hai. x n North point karta hai, y n East, z n Down. Yeh kabhi move nahi karta.
{ b } (the body frame ) vehicle se chipka hua hai. x b nose se bahar, y b right wing se bahar, z b belly ke through neeche. Yeh aircraft ke saath roll, pitch aur yaw karta hai.
Do frames kyun? Poora subject is sawaal ka jawaab hai: "{ b } kis tarah { n } ke relative twist hua hai?" Aap yeh sirf ek frame se nahi pooch sakte — aapko moving wale ko compare karne ke liye kuch fixed chahiye.
Curly braces { n } aur { b } sirf labels hain — "{ n } " padho "the nav frame" aur "{ b } " padho "the body frame."
Definition Subscript = "yeh coordinates kis frame mein measure hue hain"
Wahi physical arrow v ki alag-alag number-lists hoti hain iss baat par depend karte hue ki aap use kis frame ke against measure karte hain. Hum ise ek subscript se record karte hain:
==v n == ka matlab hai "nav frame ke axes ke against measure hue v ke coordinates."
==v b == ka matlab hai "body frame ke axes ke against measure hue usi v ke coordinates."
Arrow kabhi nahi badla — sirf rulers bade. Yeh seedha rakho: subscript expression ka frame label karta hai, koi alag arrow nahi.
Definition Angle — turn ki matra
Ek angle kitna rotate kiya yeh measure karta hai, ek start arrow aur ek end arrow ke beech opening. Hum ise degrees mein measure karte hain (ek pura circle 36 0 ∘ hai) ya radians mein (ek pura circle 2 π hai). Quarter turn 9 0 ∘ hai.
Definition Right-hand rule — POSITIVE turn kis taraf hota hai
Turn ko ek sign chahiye: kya + 3 0 ∘ clockwise hai ya counter-clockwise? Hum ise ek baar right-hand rule se fix karte hain. Apna right thumb axis arrow ke saath point karo (e.g. + z ke saath). Tumhari curling fingers positive rotation ki direction dikhati hain. Toh positive turn counter-clockwise hota hai jab tum axis ke neeche origin ki taraf dekh rahe ho (matlab axis tumhari aankhon ki taraf point kar raha ho).
Teen vehicle turns par apply karke (har ek apni axis ke baare mein):
Positive ==yaw ψ == (+ z ke baare mein, jo Down point karta hai) → nose right/East ki taraf swing karta hai.
Positive ==pitch θ == (+ y ke baare mein, right wing ) → nose upar jata hai.
Positive ==roll ϕ == (+ x ke baare mein, nose ) → right wing neeche jhukti hai .
Yeh batana kyun zaroori hai? Bina fixed positive direction ke, "ψ = 3 0 ∘ " ambiguous hai aur matrix mein sin /cos ke signs kisi bhi taraf ja sakte hain. Neeche har formula yeh right-hand-rule convention assume karta hai.
Parent ke teen named angles sab sirf "ek axis ke baare mein turn ki signed matra" hain:
Symbol
Naam
Picture (nose kya karta hai, positive sense)
Jis axis ke baare mein turn hai
ψ (psi)
yaw
right (East) ki taraf swing karta hai
z (down)
θ (theta)
pitch
nose upar uthta hai
y (right wing)
ϕ (phi)
roll
right wing neeche jhukti hai
x (nose)
ψ , θ , ϕ Greek letters hain — inhe purely un teen signed turn-amounts ke names samjho. Inhe "yaw number, pitch number, roll number" kehne se zyada mysterious kuch nahi.
Intuition Sine aur cosine aate hi kyun hain
Jab tum ek arrow ko turn karte ho, uski x -axis par shadow aur uski y -axis par shadow dono change hoti hain. Cosine aur sine exactly unit-length arrow ki un do shadows ke names hain. Kyunki rotation in hi do shadows se bana hai , har rotation formula sin aur cos se bana hai — isliye koi aur function nahi aata.
Definition Unit circle par Cosine aur sine
Length 1 ka ek arrow lo, x -axis ke saath shuru karo, aur use angle α se counter-clockwise (positive sense) mein ghunao.
==cos α == ("cosine") uski x -axis par shadow hai — tip x ke saath kitni door land karti hai.
==sin α == ("sine") uski y -axis par shadow hai — tip y ke upar kitni door land karti hai.
Toh tip point ( cos α , sin α ) par baithi hai. α = 0 par: tip ( 1 , 0 ) par, toh cos 0 = 1 , sin 0 = 0 . α = 9 0 ∘ par: tip ( 0 , 1 ) par, toh cos 9 0 ∘ = 0 , sin 9 0 ∘ = 1 .
Intuition Shadow ka sign tumhe quadrant batata hai
Agar tum 9 0 ∘ se aage ghoomte raho, shadows negative ho jaati hain — tip left ki taraf move karti hai (cos < 0 ) ya axis ke neeche (sin < 0 ). "Shadows negative ho sakti hain" yeh fact baad mein signs ko itna important banata hai, aur isliye Section 6 mein humein atan2 chahiye.
Definition Tangent — arrow ki slope
==tan α == ("tangent") cos α sin α hai — rise over run , matlab arrow kitna steep hai. Triangle par yeh "opposite over adjacent" hai. Flat arrow ki slope 0 hai; 4 5 ∘ arrow ki slope 1 hai.
Definition arcsin aur arctan — "kaun sa angle?" ke sawaal
==arcsin ( v ) == poochta hai: "kaun se angle ka sine v ke barabar hai?" Yeh sine ko undo karta hai. Example: arcsin ( 0.5 ) = 3 0 ∘ kyunki sin 3 0 ∘ = 0.5 .
==arctan ( r ) == poochta hai: "kaun se angle ka tangent (slope) r ke barabar hai?" Yeh tangent ko undo karta hai.
Parent ko inki kyun zaroorat hai: sin aur cos numbers se bhari rotation matrix di ho, toh humein backwards chalana hoga — numbers se angles tak. arcsin aur arctan "backwards chalane" ke buttons hain.
Definition Principal-value range — arcsin sirf
[ − 9 0 ∘ , + 9 0 ∘ ] mein answer deta hai
Bahut saare angles ek hi sine share karte hain (e.g. sin 3 0 ∘ = sin 15 0 ∘ = 0.5 ), toh arcsin ko ek choose karna hoga . Convention se yeh hamesha ==− 9 0 ∘ aur + 9 0 ∘ == ke beech answer return karta hai (matlab [ − 2 π , + 2 π ] ).
Topic ke liye yeh kyun matter karta hai: pitch ko θ = − arcsin ( R 13 ) se recover kiya jata hai, toh yeh convention define karta hai ki pitch [ − 9 0 ∘ , + 9 0 ∘ ] mein rehti hai — exactly vertical tak. Ends par, θ = ± 9 0 ∘ , wahan gimbal lock aata hai (Section 7): arcsin phir bhi answer return karta hai, lekin roll aur yaw ko alag nahi kiya ja sakta.
arctan aadha circle khota hai
Kyun sahi lagta hai: slope angle batati hai. Catch: upar-right point karne wala arrow aur neeche-left point karne wala arrow dono ki same slope hoti hai — tan har 18 0 ∘ mein repeat karta hai, aur arctan ka principal range sirf ( − 9 0 ∘ , + 9 0 ∘ ) hai. Toh plain arctan 18 0 ∘ se off ho sakta hai. Fix yeh hai ki ek smarter function use karo jo dono shadows ke signs bhi dekhe: atan2, Section 6 mein.
Intuition Yahan matrix kya karta hai
Ek matrix numbers ka ek chhota grid hai jo ek machine ki tarah kaam karta hai: ise ek vector (teen numbers) do, yeh ek naya vector (teen numbers) wapas deta hai. Rotation matrix ka kaam hai: "nav frame mein arrow ke coordinates lo aur mujhe body frame mein uske coordinates do." Same physical arrow — naye rulers.
R n b padhna
R n b (kaho "R, body-from-nav") rotation matrix hai. Labels neeche-se-upar padho: n se, b tak . Yeh ek nav-frame vector (Section 0 ka v n ) ko multiply karta hai aur same vector ke body-frame coordinates v b return karta hai:
v b = R n b v n
Iske 3 × 3 = 9 entries mein se har ek ϕ , θ , ψ ke sin aur cos se bani hai — exactly Section 2 ki shadows. Isi object ko axis-alignments ki table ke roop mein dekhne ke liye Rotation matrices & orthogonality aur Direction Cosine Matrix (DCM) dekho.
Definition Matrix ko vector se multiply kaise karte hain
Har output number = "ek row ke saath chalo, har row entry ko matching vector entry se multiply karo, sab add karo." Row [ a , b , c ] aur vector [ x , y , z ] ke liye: output = a x + b y + cz . Teen rows → teen output numbers.
Definition Transpose, orthogonality, aur
det = + 1 — free reverse gear
Transpose R T grid ko uske diagonal ke across flip karta hai (rows columns ban jaati hain). Rotation matrices ke liye ek khoobsoorat gift hai: reverse rotation sirf transpose hai ,
R b n = ( R n b ) T = ( R n b ) − 1 .
Ek matrix jisme R T R = I (identity, diagonal par 1 's, aur 0 's baaki jagah) hai use orthogonal kehte hain. Lekin sirf orthogonal kaafi nahi: yeh reflections (mirror-flips) bhi allow karta hai, jo real rotations nahi hain. Ek proper rotation additionally satisfy karta hai
det R = + 1 ,
jahan determinant det R ek akela number hai jo matrix volume ko kaise scale karta hai yeh measure karta hai; + 1 matlab "koi stretching nahi, koi mirror-flip nahi." Saath mein R T R = I aur det R = + 1 exactly rotations ko pin down karte hain (is set ko S O ( 3 ) kehte hain). Parent ko kyun parwah hai: kisi arrow ko body → nav bhejna ho toh kuch naya compute nahi karna — bas transpose karo (Worked Example 1 exactly yahi use karta hai), aur det = + 1 ki guarantee woh hai jo "rotation" ko secretly tumhara aircraft mirror karne se rokti hai.
Definition Do matrices multiply karna = do rotations ek ke baad ek karna
R x R y likhne ka matlab hai: pehle R y karo, phir R x karo (jo machine right par hai woh pehle act karti hai, kyunki woh vector ko pehle touch karti hai). Toh ek product right-to-left time mein padhti hai.
Common mistake "Order matter nahi karna chahiye."
Kyun sahi lagta hai: turning toh turning hai. Catch: rotations commute nahi karte — R x R y = R y R x . Yaw-then-pitch nose ko alag jagah land karati hai pitch-then-yaw se. Isliye parent fixed 3-2-1 order (z pehle, phir y , phir x ) par insist karta hai.
Figure same do turns ko dono orders mein alag attitudes par end hote hua dikhata hai — proof ki order decoration nahi hai.
Definition atan2 — arctan jo quadrant jaanta hai
==atan2 ( y , x ) == poochta hai "kaun sa angle tip ( x , y ) ki taraf point karta hai?" — aur yeh x aur y dono ke signs dekhta hai taaki plain arctan jo do candidates ko confuse karta hai, unse sahi ek choose kare. Yeh pura circle mein kahin bhi angle return karta hai, ==− 18 0 ∘ se + 18 0 ∘ == ke range mein.
atan2 ( 0 , 0.866 ) = 0 ∘ (right point karta hai).
atan2 ( 0.433 , 0.75 ) = 3 0 ∘ (up-right).
Parent yeh kyun use karta hai: matrix se roll ϕ aur yaw ψ recover karne ke liye full 36 0 ∘ range aur correct sign chahiye — plain arctan silently aadhe answers drop kar deta. Yeh Section 3 ke trap ko fix karne ke liye bana tool hai.
Intuition Jab zaroorat ho
0 ∘ –36 0 ∘ convention mein map karna
atan2 ( − 18 0 ∘ , + 18 0 ∘ ] return karta hai, lekin heading (yaw) aksar 0 ∘ –36 0 ∘ (compass style, jahan West 27 0 ∘ hota hai na ki − 9 0 ∘ ) mein report hoti hai. Convert karne ke liye, bas kisi bhi negative result mein 36 0 ∘ add karo :
angle [ 0 , 360 ) = atan2 ( y , x ) mod 36 0 ∘ .
Example: atan2 ( − 1 , 0 ) = − 9 0 ∘ → − 9 0 ∘ + 36 0 ∘ = 27 0 ∘ . Chahe tum [ − 18 0 ∘ , 18 0 ∘ ] rakho ya [ 0 ∘ , 36 0 ∘ ) mein shift karo purely ek display choice hai; underlying orientation identical hai.
p , q , r (baad mein milenge, abhi naam le lete hain)
Baad mein parent ke neighbours ==p , q , r == ke baare mein baat karte hain — body angular rates : vehicle abhi kitni tezi se roll, pitch aur yaw kar raha hai (turn per second), body frame mein measure kiya gaya. Yeh un teen turns ke speeds hain jinki amounts ϕ , θ , ψ hain. Angular velocity & body rates p, q, r dekho.
Intuition Gimbal lock, bina jargon ke preview
Jab pitch θ = ± 9 0 ∘ tak pahunche (nose seedha upar/neeche) — Section 3 ke arcsin ke principal range ke exactly ends par — roll axis aur yaw axis ek hi taraf point karne lagte hain, toh do turns indistinguishable ho jaate hain — ek knob khot jaata hai. Woh degenerate case hi wajah hai ki Quaternions — avoiding gimbal lock exist karte hain aur Attitude estimation (Kalman / complementary filter) aksar vertical ke paas raw Euler angles avoid karta hai. Ab tumhare paas har woh symbol hai jo samajhne ke liye chahiye ki parent ke formulas mein 0/0 kyun aata hai.
Vector = arrow with length and direction
Frame = three perpendicular axes
Nav frame n and Body frame b
Subscript labels frame of expression
Right-hand rule sets positive sense
Yaw psi, Pitch theta, Roll phi
Cosine and Sine = shadows of a turn
tan and arcsin, principal range
Transpose, orthogonality, det = +1
Composing rotations, order matters
atan2 = sign-aware angle finder
Right side chhupao aur parent note kholne se pehle khud test karo.
Vector kya hai, plain words mein? Ek arrow jisme length aur direction hoti hai; teen coordinates se represent hota hai jab ek frame choose kar lo.
Frame kya hai? Teen mutually perpendicular axes (x , y , z ) jo origin par milte hain, vector ko uske coordinates dene ke liye rulers ki tarah use hote hain.
{ n } aur { b } ka kya matlab hai?Fixed navigation (ground) frame aur moving body (vehicle) frame.
v n vs v b mein subscript kya batata hai?Kis frame ke axes ke against USE SAME arrow ke coordinates measure hue hain — nav vs body.
Positive rotation kya define karta hai? Right-hand rule: thumb axis ke saath, curling fingers positive turn direction deti hain (CCW axis ke neeche wapas dekhte hue).
Unit circle par, cos α aur sin α kya hain? Turned unit arrow ki x -axis par (cos ) aur y -axis par (sin ) shadows; tip ( cos α , sin α ) par baithi hai.
sin 3 0 ∘ aur cos 3 0 ∘ kya hain?0.5 aur ≈ 0.866 .
tan α kya measure karta hai?Arrow ki slope (rise over run), sin α / cos α ke barabar.
arcsin ( v ) kaun sa sawaal answer karta hai, aur kis range mein?"Kaun se angle ka sine v ke barabar hai?"; yeh [ − 9 0 ∘ , + 9 0 ∘ ] mein principal value return karta hai.
3-2-1 ke liye R n b ka 3 × 3 form kya hai? R x ( ϕ ) R y ( θ ) R z ( ψ ) , jo woh matrix deta hai jiska top row [ c θ c ψ , c θ s ψ , − s θ ] hai.
R n b vector ke saath kya karta hai?Uske nav-frame coordinates v n leta hai aur uske body-frame coordinates v b return karta hai.
Ek matrix ko proper rotation banane wali DO conditions kaun si hain? R T R = I (orthogonal) AUR det R = + 1 (koi reflection nahi).
( R n b ) T reverse rotation kyun hai?Rotation matrices orthogonal hoti hain, toh unka transpose unke inverse ke barabar hota hai.
Product R x R y R z mein, kaun sa rotation pehle hota hai? Sabse right wala, R z (products time mein right-to-left padhti hain).
ϕ aur ψ recover karne ke liye plain arctan use kyun nahi kar sakte?tan har 18 0 ∘ mein repeat karta hai, toh plain arctan quadrant khota hai; atan2 dono inputs ke signs use karke full-circle answer deta hai.
atan2 result ko 0 ∘ –36 0 ∘ heading mein kaise convert karte hain?Kisi bhi negative value mein 36 0 ∘ add karo (ise 36 0 ∘ mod le lo).
p , q , r kya hain?Body angular rates — instantaneous roll, pitch aur yaw turn-speeds jo body frame mein measure ki gayi hain.