obtaining an axis rotation from a matrix 
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 obtaining an axis rotation from a matrix

hi all,
for one of my world objects, i need to translate it,
rotate it, and translate it again.
it works beautifully if i just use matrices.
but, i like to store each object's x,y,z and
yaw,roll,pitch , so that i can recreate its position and
orientation matrices at any time. plus it eliminates
drift from rounding.
so, after transforming this object with the matrices, how
can i then obtain its final x,y,z and yaw,roll,pitch from
the final matrix?
thanks


Sat, 05 Feb 2005 01:09:03 GMT  
 obtaining an axis rotation from a matrix


Fri, 19 Jun 1992 00:00:00 GMT  
 obtaining an axis rotation from a matrix
from the final matrix,
x rotation is inverse sin of m23
y rotation is inverse sin of m31
z rotation is inverse sin of m12
x translation is m41
y translation is m42
z translation is m43

inverse sin is a derived function, like so:
    gz_object(ll_new).ms_w_rotx = Atn(lmat_world.m23 / Sqr
(-lmat_world.m23 * lmat_world.m23 + 1))



Sat, 05 Feb 2005 03:52:22 GMT  
 
 [ 3 post ] 

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