From: Bram Stolk (bram++at++sara.nl)
Date: 09/24/2002 02:03:32
Hello,
I have a 3d math question:
I am trying to remove roll from an arbitrary camera transformation.
My camera points to +y, so basically I need to remove the z-component in
the x-axis, and reconstruct a new x and z axis perpendicular to my
y-axis.
How can I force the x-axis of my cam trf to lie in the xy-plane
without disturbing my original y-axis?
My original approach of projecting x onto xy, and then
z = cross(x,y) is not enough, as x and y no longer form a 90
degree angle after projection. Adding an additional x=cross(y,z)
re-introduces the z component in the x-axis that I was trying to
remove.
Note: I try to avoid the obvious approach of using Euler angles,
as Euler angles are evil, as pointed out by Steven Baker (and quite
rightly so):
http://www.sjbaker.org/steve/omniv/eulers_are_evil.html
Thanks,
Bram Stolk
-- ------------------------------------------------------------------------------ Bram Stolk, VR Specialist. SARA Academic Computing Services Amsterdam, PO Box 94613, 1090 GP AMSTERDAM email: bram++at++sara.nl Phone +31-20-5923059 Fax +31-20-6683167"I heard if you play the NT-4.0-CD backwards, you get a satanic message." "Thats nothing, if you play it forward, it installs NT-4.0" ------------------------------------------------------------------------------
This archive was generated by hypermail 2b29 : Tue Sep 24 2002 - 02:03:52 PDT