extract rotation matrix from transformation matrix in VEX

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Hi!

Is there any simply way to extract rotation matrix from object transfromation matrix in vex?
I've got matrix that describes the global transformation of geometry and I want to have the part of the matrix that is responsible for rotation. as far as I know the rotation and scaling operations “are using” the same fields of matrix so is there any simple way to extract the rotation matrix?

Thank yu very much
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Have you tried cracktransform function?

EDIT: VOP way.
Hope this is close, I only think this way of building xform from N is silly

Attachments:
extractRotationMatrix_01.hipnc (118.6 KB)

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Hi!
thank you for the reply !

Because of your file I've found my simple vex function - cracktransform

Btw. I think that getting rotations in the way as in your's file is sometimes not good.

a dot b = |a||b|cos(alpha), so even if a==b==1 then
arccos(a dot b) = arccos(cos(alpha)) = |alpha|
so on with arcsin (with some offset).

So this way you're loosing al ot of information which way the angle is bend and I think the result is not always good.
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Serwus Danilo!

I wrote this is silly because the same functionality is duplicated in align VOP if I'm not wrong.
Also I could get object xform matrix instead of building one from normal, but found this super simple way too late.

The acos(dot()) is a very standard mathematcal way of getting angle between two vectors.
It comes from basics of dot product.
Dot product of two normalized vectors is a bare cosine.
arccosine is the opposite of the cosine, it returns an angle in radians from cosine value.

Perhaps we are talking about two different things.
I computed three euler angles just to build xform, and push it through cracktransform.
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