|Message: Re: Rotation convention using GDML?||Not Logged In (login)|
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Have a look at the previous thread - particularly my contribution:
The normal way of seeing rotations is that a positive rotation is counter-clockwise about an axis that points towards you. In the 2D x-y-plane when you use r-theta polar coordinates, the theta angle goes counter-clockwise from the x-axis; it's the same in 3D because the z-axis points towards you when viewing the normal x-y-plane in a right-handed coordinate system.
I can't speak for the GDML manual.
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