Jump to content
  • Advertisement
Sign in to follow this  
spiffycrony

Angle of Rotations from World Transformation matrix

This topic is 4265 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
just combine the 3 rotation matrices (x,y,z)

and extract the information out of the sin, cosine terms in the matrix

the final rotation matrix looks like this
|R11 R12 R13|
|R21 R21 R23| = R = Rz*Ry*Rx
|R31 R32 R33|

Rx(PHI): => R32/R33 = tan(PHI)
Ry(THETA): => R31 = -sin(THETA)
Rz(OMEGA): => R21/R11 = tan(OMEGA)

take care of the special case cos(THETA)=0
remark:
tan(x) = sin(x)/cos(x)
sin(x)*sin(x) + cos(x)*cos(x) = 1

don t just pick these formulas, combine the matrix on your own otherwise you will probably fail to understand

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!