FOB conventions

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Anoop M N (anoop++at++cair.res.in)
Thu, 15 Oct 1998 10:37:21 -0500


Jose,

        I read your question in the perf. mailing list. Well, I am not
part of the list, but have some experience working with the FOB. So if
you have any further questions, mail it to my address.

 The story of the rotation matrix :

 The matrix returned by the F-o-B system is R(-x) . R(-y) . R(-z)
 where R(-x) is the rotation matrix corresponding to a rotation of -x
 about X axis (where x is the angle that would have been returned by
 the angle command).

        This is the same as the transpose of the matrix R(z).R(y).R(x)
 which is the same as the R(yaw).R(pitch).R(roll) matrix in the
 bird's local coordinate system. This matrix returned by the FOB is
 meant for pre-multiplication with the point (p.R). This is the old
 convention where points used to be represented as row vectors.

        What OpenGL needs is the R(y).R(p).R(r) matrix. If you
 postmultiply this matix with coordinate values (R.p), the correct
 transformation will take place on the screen. Therefore transpose
 the matrix returned by F-o-B system to get the OpenGL matrix.

 Note :

        The yaw, pitch and roll (azimuth, elevation and roll) are
 given by FOB as rotation about the z, y and x axes respectively of
 the receiver(bird).

 Hope this helps..
 Anoop.

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