问题
How can i retrieve the 3 euler angles from 2 vector3D ?
Thanks
Cedre
dim vector1 = new Vector3D(0, 0, 1);
dim vector2 = new Vector3D(0.33, 0.45, 0.49);
dim myEuler = GetEulerFrom2Vector(vector1,vector2); // ?????
I work in a right angle coordinate system and i use the ZYX euler convention
回答1:
Can we assume the two vectors are perpendicular to each other vector1.Dot(vector2)==0
? If yes then find the third vector to form a coordinate system
vector1 = vector1.Normalized();
vector2 = vector2.Normalized();
vector3 = VectorCross(vector1,vector2).Normalized();
where VectorCross
is the 3D vector cross product, and Normalized()
returns a unit vector.
Now your rotation matrix E
is
| vector1.x vector2.x vector3.x |
| vector1.y vector2.y vector3.y |
| vector1.z vector2.z vector3.z |
Now you can go from the rotation matrix to Euler angles using the instructions here.
PS. If vector2
is not perpendicular to vector1
you can make it perpendicular by vector2 = CrossProduct(vector3, vector1).Normalized()
after vector3
is calculated.
Here is the code I use to go from two axes to the rotation matrix:
public static mat3 AlignZX(vec3 unit_z, vec3 unit_x)
{
unit_x=unit_x.Normalized();
unit_z=unit_z.Normalized();
vec3 unit_y=unit_z.Cross(unit_x);
unit_x=unit_y.Cross(unit_z);
return mat3.Combine(unit_x, unit_y, unit_z);
}
public static mat3 AlignXY(vec3 unit_x, vec3 unit_y)
{
unit_x=unit_x.Normalized();
unit_y=unit_y.Normalized();
vec3 unit_z=unit_x.Cross(unit_y);
unit_y=unit_z.Cross(unit_x);
return mat3.Combine(unit_x, unit_y, unit_z);
}
public static mat3 AlignYZ(vec3 unit_y, vec3 unit_z)
{
unit_y=unit_y.Normalized();
unit_z=unit_z.Normalized();
vec3 unit_x=unit_y.Cross(unit_z);
unit_z=unit_x.Cross(unit_y);
return mat3.Combine(unit_x, unit_y, unit_z);
}
回答2:
I use a rotation matrix :
R11 R12 R13
R21 R22 R23
R31 R32 R33
with R = Rz Ry Rx
if (R31 <> ±1)
y1 = -sin-1(R31)
y2 = pi + sin-1(R31)
x1 = atan2 (R32/cos y1,R33/cos y1)
x2 = atan2 (R32/cos y2,R33/cos y2)
z1 = atan2( R21/cos y1,R11/cos y1)
z2 = atan2( R21/cos y2,R11/cos y2)
Else
z= anything; can set to 0
if (R31 = -1)
y = -pi / 2
x = z + atan2(R12,R13)
Else
y = -pi / 2
x = -z + atan2(-R12,-R13)
End If
End If
https://truesculpt.googlecode.com/hg-history/38000e9dfece971460473d5788c235fbbe82f31b/Doc/rotation_matrix_to_euler.pdf
or a simple version
result.X = Math.Atan2(R32, R33) * (180.0 / Math.PI)
result.Y = Math.Atan2(-1 * R31, Math.Sqrt(R32 * R32 + R33 * R33)) * (180.0 / Math.PI)
result.Z = Math.Atan2(R21, R11) * (180.0 / Math.PI)
来源:https://stackoverflow.com/questions/15618304/retrieve-3-euler-angles-from-2-vector3d