Original Post
There are a number of ways to produce rotations in 3D, using the Euler angles or Quaternion rotations. However I believe that both methods are non commutative. What I require to do is to rotate in 3D, however need to be very sure that the rotations are performed in such a way that I can can get back to the original position. Therefore what concerns me is the non-commutative nature of the rotations, for example a rotation in Euler angles is x' = BCDx, where x is the vector to be rotated. However, in going back, I need to invert the matrix BCD, which is fine. Or one can run in reverse with the negative angles of theta, phi and psi that are used in matricies B C and D. However, I want to know if there is any routine that would enable to get from x' back to x by using the same rotation matrix or machinery. My question is thus does the Quaternion behave in this way, i.e. I do not have to worry about the order of the operations? I really wish to be able, to clarify: to not have to worry about the rotation matrix orders. Thanks