from previous message

I know I could uses matrix-algebra -> A_relative = B_absolute *
(A_absolute)inverse
But then I cannot deduce the individual euler angle components from the
resulting matrix.

Is there a way to achieve this ?

Now that you have matrix A_relative (A[ ] ), you can interrogate the matrix
entries to determine the angles that made it.  It turns out that a few
of the entries have the information.  In fact, you can use arc sin and
arc tan functions to calculate the angles.  The entries to use depends
on the order of rotation that the matrix was generated. For a yaw,pitch,roll

order:

        angle 2 = sin-1(-A[0,2])
        angle 1 = sin-1(A[0,1] /cos(angle 2))
        angle 3 = tan-1(A[1,2] / A[2,2) )

Don't forget to change them to degrees (if needed).


> ----------
> From:         Dijk, F.A.van[SMTP:[EMAIL PROTECTED]]
> Reply To:     Discussion list for Java 3D API
> Sent:         Friday, June 30, 2000 9:07 AM
> To:   [EMAIL PROTECTED]
> Subject:      [JAVA3D] second try: euler-angles
>
> Hi,
>
> I posted a similar question a while ago.
>
> Suppose ColorCube A has a certain rottaion specified in euler angles.
> ColorCube B also has a certain rotation specified in euler angles.
> These individual rotations are then put in a Transform3D object and passed
> to a TransformGroup object.
>
> How do I calculate B's rotation with respect to A.
>
> I know I could uses matrix-algebra -> A_relative = B_absolute *
> (A_absolute)inverse
> But then I cannot deduce the individual euler angle components from the
> resulting matrix.
>
> Is there a way to achieve this ?
>
> Thanks,
>
> Frederick
>
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