Decomposing a rotation matrix
I have a rotation matrix. How can I get the rotation around a specified axis contained within this matrix?
Edit:
It's a 3D matrix (4x4), and I want to know how far around a predetermined (not contained) axis the matrix rotates. I can already decompose the matrix but D3DX will only give the entire matrix as one rotation around one axis, whereas I need to split the matrix up into angle of rotation around an already-known axis, and the rest.
Sample code and brief problem description:
D3DXMATRIX CameraRotationMatrix;
D3DXVECTOR3 CameraPosition;
//D3DXVECTOR3 CameraRotation;
inline D3DXMATRIX GetRotationMatrix() {
return CameraRotationMatrix;
}
inline void TranslateCamera(float x, float y, float z) {
D3DXVECTOR3 rvec, vec(x, y, z);
#pragma warning(disable : 4238)
D3DXVec3TransformNormal(&rvec, &vec, &GetRotationMatrix());
#pragma warning(default : 4238)
CameraPosition += rvec;
RecomputeVPMatrix();
}
inline void RotateCamera(float x, 开发者_Python百科float y, float z) {
D3DXVECTOR3 RotationRequested(x, y, z);
D3DXVECTOR3 XAxis, YAxis, ZAxis;
D3DXMATRIX rotationx, rotationy, rotationz;
XAxis = D3DXVECTOR3(1, 0, 0);
YAxis = D3DXVECTOR3(0, 1, 0);
ZAxis = D3DXVECTOR3(0, 0, 1);
#pragma warning(disable : 4238)
D3DXVec3TransformNormal(&XAxis, &XAxis, &GetRotationMatrix());
D3DXVec3TransformNormal(&YAxis, &YAxis, &GetRotationMatrix());
D3DXVec3TransformNormal(&ZAxis, &ZAxis, &GetRotationMatrix());
#pragma warning(default : 4238)
D3DXMatrixIdentity(&rotationx);
D3DXMatrixIdentity(&rotationy);
D3DXMatrixIdentity(&rotationz);
D3DXMatrixRotationAxis(&rotationx, &XAxis, RotationRequested.x);
D3DXMatrixRotationAxis(&rotationy, &YAxis, RotationRequested.y);
D3DXMatrixRotationAxis(&rotationz, &ZAxis, RotationRequested.z);
CameraRotationMatrix *= rotationz;
CameraRotationMatrix *= rotationy;
CameraRotationMatrix *= rotationx;
RecomputeVPMatrix();
}
inline void RecomputeVPMatrix() {
D3DXMATRIX ProjectionMatrix;
D3DXMatrixPerspectiveFovLH(
&ProjectionMatrix,
FoV,
(float)D3DDeviceParameters.BackBufferWidth / (float)D3DDeviceParameters.BackBufferHeight,
FarPlane,
NearPlane
);
D3DXVECTOR3 CamLookAt;
D3DXVECTOR3 CamUpVec;
#pragma warning(disable : 4238)
D3DXVec3TransformNormal(&CamLookAt, &D3DXVECTOR3(1, 0, 0), &GetRotationMatrix());
D3DXVec3TransformNormal(&CamUpVec, &D3DXVECTOR3(0, 1, 0), &GetRotationMatrix());
#pragma warning(default : 4238)
D3DXMATRIX ViewMatrix;
#pragma warning(disable : 4238)
D3DXMatrixLookAtLH(&ViewMatrix, &CameraPosition, &(CamLookAt + CameraPosition), &CamUpVec);
#pragma warning(default : 4238)
ViewProjectionMatrix = ViewMatrix * ProjectionMatrix;
D3DVIEWPORT9 vp = {
0,
0,
D3DDeviceParameters.BackBufferWidth,
D3DDeviceParameters.BackBufferHeight,
0,
1
};
D3DDev->SetViewport(&vp);
}
Effectively, after a certain time, when RotateCamera is called, it begins to rotate in the relative X axis- even though constant zero is passed in for that request when responding to mouse input, so I know that when moving the mouse, the camera should not roll at all. I tried spamming 0,0,0 requests and saw no change (one per frame at 1500 frames per second), so I'm fairly sure that I'm not seeing FP error or matrix accumulation error. I tried writing a RotateCameraYZ function and stripping all X-axis from the function. I've spent several days trying to discover why this is the case, and eventually decided on just hacking around it.
So I want to get the rotation around the relative-x axis, transform the CameraRotation matrix, and then check it after to verify that it's the same, and if it isn't, add a correcting matrix.
Just for reference, I've seen some diagrams on Wikipedia, and I actually have a relatively strange axis layout, which is Y axis up, but X axis forwards and Z axis right, so Y axis yaw, Z axis pitch, X axis roll.
See Wikipedia.
Warning: Math ahead
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