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1 Translate the object so that the rotation axis pass through the coordinate
orlgin.
2. Rotate the object so that the axis of rotation ccincides with one of the coor-
dinate axes.
4. Apply inverse rotations bring the rotation axls back to its original
orien-tostation.
5. Apply the inverse translation to bring the rotahon axis back to its original
position.
Rotation Along an Arbitrary Axis
1. Transform the axis to cross origin (0,0,0)
2. Transform the axis around X onto the XZ
plane
3. Transform the axis around Y onto the Z
axis
4. Perform Rotation (angle=)
5. Inverse Transform of 3.
6. Inverse Transform of 2.
7. Inverse Transform of 1.
Step 1: Translate to (0, 0, 0)
[ ]
1 0 0 0
y T 1= 0 1 0 0
0 0 1 0
Rotating axis Tx Ty Tz 1
[ ]
x 1 0 0 0
T 1 = 0 1 0 0
1
z 0 0 1 0
Tx Ty Tz 1
(a, b, c)
b2 +c 2
b
z
c x
x
(into the screen)
[ ] [ ]
1 0 0 0 1 0 0 0
0 cos sin 0
T 2= 0 cos sin 0 T2 =
1
0 sin cos 0 0 sin cos 0
0 0 0 1 0 0 0 1
c b c b
cos = and sin = cos = and sin =
b2 +c2 b 2 +c 2 b2 +c2 b 2 +c 2
Lets pick up a random point (a, b, c) on the
axis to figure out cos
Step 3: Transform around Y onto the Z
axis
y a
y x
(into the screen)
x a2 +b 2 +c 2
(a, 0, c)
z z
[ ] [ ]
cos 0 sin 0 cos 0 sin 0
0 1 0 0 0 1 0 0
T 3= T 1
3 =
sin 0 cos 0 sin 0 cos 0
0 0 0 1 0 0 0 1
cos =
b 2 +c 2
and sin =
a b 2 +c 2
cos = 2 2 2 and sin =
a
a 2 +b 2 +c 2 a 2 +b 2 +c 2 a +b +c a 2 +b 2 +c 2
Step 4: Perform Rotation (angle=) on
Z
[ ]
cos sin 0 0
sin cos 0 0
T 4=
0 0 1 0
0 0 0 1
Combine all matrices with Step 5,
6, 7