Let's start with above notations, XYZ being accelerometer coordinates and X'Y'Z' being platform coordinates.
Assume alpha is the angle between X' and X, beta is between X' and Y and gamma is between X' and Z. Imagine you rotate the platform coordinates spinning X' axis. The plane defined by Y' and Z' which is perpendicular on X' will rotate around X' (changing Y' and Z' axis position) but the angles between X' and X,Y respectively Z will remain the same.
There are 2 methods.
FIRST: Rotate system around stationary system's axis (called Roll Pitch Yaw)
SECOND: Rotate system around rotational system's axis (called Euler 3-2-1)
This is an illustration of Roll Pitch Yaw to see if this is what you say...
Roll-Pitch-Yaw method is used in aerospace domain to represent rotation. If planes can handle with 3 angles, your system too, so, I still maintain that 3 angles are sufficient.
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I wrongly said that there are 2 methods, obviously there are more, but those are common. Those methods are just
a way to represent rotation.
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I know what are you meaning with alphaX, alphaY etc. It is the normal way everyone would do and the intuitive way.
That is not necessary. Knowing rotation angle around each axis, you are able to define some rotational matrixes which finally define a single matrix 3x3 called
Rotational Matrix which gives you the rotation of system B with respect of system A. Thouse angles you are saying are
included in that matrix in some expressions (cosines and sines) with the 3 angles, in other words, in your 3x3 Matrix you will only have expressions depending on 3 angles only.
But how do you get that Rotational Matrix and is not needed those 9 angles?
Answer: Multiplying each matrix after each rotation, meaning , those angles alphaX,alphaY etc, are represented in those multiplications.
Conclusion: Choose a method to represent rotation (Euler,Roll etc) and then find that Rotational Matrix 3x3 (which is obtained by multiplications of other matrixes).
In addition to that Rotational Matrix, if you want to express spatial localization of an object in 3D (spatial localization=orientation + position), that is represented with a 4x4 Matrix called Transformation Matrix which is formed by the Rotational Matrix 3x3 (mentioned above) + position vector.