euler-angles

How to calculate the angle from rotation matrix

喜夏-厌秋 提交于 2019-11-28 04:34:31
I am using two image of the single object the object is roated certain degree from its first image. I have calculated the POSE of each image and converted the rotational vector to Matrix using Rodergues(). Now how do I calculate and see how much it is rotated from its first position? I have tried many ways but answers was no were close EDIT: My camera is fixed only the object is moving. Krish We can get Euler angles from rotation matrix using following formula. Given a 3×3 rotation matrix The 3 Euler angles are Here atan2 is the same arc tangent function, with quadrant checking, you typically

Calculate rotations to look at a 3D point?

余生颓废 提交于 2019-11-28 03:52:15
I need to calculate the 2 angles (yaw and pitch) for a 3D object to face an arbitrary 3D point. These rotations are known as "Euler" rotations simply because after the first rotation, (lets say Z, based on the picture below) the Y axis also rotates with the object. This is the code I'm using but its not working fully. When on the ground plane (Y = 0) the object correctly rotates to face the point, but as soon as I move the point upwards in Y, the rotations don't look correct. // x, y, z represent a fractional value between -[1] and [1] // a "unit vector" of the point I need to rotate towards

How to convert direction vector to euler angles?

无人久伴 提交于 2019-11-27 20:39:29
I'm looking for a way to convert direction vector (X,Y,Z) into Euler angles (heading, pitch, bank). I know that direction vector by itself is not enough to get the bank angle, so there's also another so-called Up vector. Having direction vector (X,Y,Z) and up vector (X,Y,Z) how do I convert that into Euler angles? Let's see if I understand correctly. This is about the orientation of a rigid body in three dimensional space, like an air plane during flight. The nose of that airplane points towards the direction vector D=(XD,YD,ZD) . Towards the roof is the up vector U=(XU,YU,ZU) . Then heading H

Euler angle to Quaternion then Quaternion to euler angle

强颜欢笑 提交于 2019-11-27 13:07:46
问题 I'm using lib glm (http://glm.g-truc.net/) for test quaternion but I've a problem; when I convert euler angle to quaternion then immediatly quaternion to euler angles, my result are totally different from my initial euler angles. Is this normal? Could it be because the rotations are not communative? Code test: #include <glm\quaternion.hpp> #include <math.h> #define PI M_PI #define RADTODEG(x) ( (x) * 180.0 / PI ) #define DEGTORAD(x) ( (x) * PI / 180.0 ) int main( void ) { float RotX = 90.f;

SceneKit – Mapping physical 360 rotation

亡梦爱人 提交于 2019-11-27 11:17:40
问题 I am having a hard time mapping device motion (sensor fusion) to SceneKit node rotation. The premise of the problem is as follows, I have sphere, and the camera is positioned to be inside the the sphere such that the geometric center of sphere and camera node's center coincide. What i want to achieve is when i rotate physically around a point, the motion needs to be mapped accurately on the camera as well. The implementaion details are as follows: I have a node, with a sphere as geomertry and

Is there a way to calculate 3D rotation on X and Y axis from a 4x4 matrix

妖精的绣舞 提交于 2019-11-27 09:22:39
First of all, I am not a mathematical expert at all. Please be tolerant to my mathematical mistakes and correct me where necessary, I'd love to learn. I have a cube which is rotating using css animations with transform: matrix3d(4x4). I can also manually rotate the cube, converting user actions to the same matrix3d transformations. What I want is a rotating cube with css when the user stops interacting that starts from where the user left it. This is something I am successfully doing by getting the cube's transform matrix3d value and using multiplication to set the css's keyframes dynamically.

Rotate GameObject back and forth

大憨熊 提交于 2019-11-27 08:12:25
问题 I would like to rotate an object back and forth between 90,-90 on the Y axis. The problem is I can set the object in the editor at -90, but when I run the project -90 suddenly becomes 270. Anyway here is the code that I'm using: void Update() { if (transform.eulerAngles.y >= 270) { transform.Rotate(Vector3.up * speed * Time.deltaTime); } else if (transform.eulerAngles.y <= 90) { transform.Rotate(Vector3.up * -speed * Time.deltaTime); } } It always gets stuck in the middle around 360 degrees.

How to calculate the angle from rotation matrix

元气小坏坏 提交于 2019-11-27 05:20:19
问题 I am using two image of the single object the object is roated certain degree from its first image. I have calculated the POSE of each image and converted the rotational vector to Matrix using Rodergues(). Now how do I calculate and see how much it is rotated from its first position? I have tried many ways but answers was no were close EDIT: My camera is fixed only the object is moving. 回答1: We can get Euler angles from rotation matrix using following formula. Given a 3×3 rotation matrix The

Calculate rotations to look at a 3D point?

前提是你 提交于 2019-11-27 00:12:21
问题 I need to calculate the 2 angles (yaw and pitch) for a 3D object to face an arbitrary 3D point. These rotations are known as "Euler" rotations simply because after the first rotation, (lets say Z, based on the picture below) the Y axis also rotates with the object. This is the code I'm using but its not working fully. When on the ground plane (Y = 0) the object correctly rotates to face the point, but as soon as I move the point upwards in Y, the rotations don't look correct. // x, y, z

How to convert direction vector to euler angles?

我的未来我决定 提交于 2019-11-26 20:24:51
问题 I'm looking for a way to convert direction vector (X,Y,Z) into Euler angles (heading, pitch, bank). I know that direction vector by itself is not enough to get the bank angle, so there's also another so-called Up vector. Having direction vector (X,Y,Z) and up vector (X,Y,Z) how do I convert that into Euler angles? 回答1: Let's see if I understand correctly. This is about the orientation of a rigid body in three dimensional space, like an air plane during flight. The nose of that airplane points