Java-Gaming.org Hi !
 Featured games (84) games approved by the League of Dukes Games in Showcase (595) Games in Android Showcase (168) games submitted by our members Games in WIP (646) games currently in development
 News: Read the Java Gaming Resources, or peek at the official Java tutorials
Pages: [1]
 ignore  |  Print
 How to get Yaw, Pitch, and Roll from a Matrix?  (Read 1920 times) 0 Members and 1 Guest are viewing this topic.
CyanPrime
 « Posted 2011-05-23 03:44:29 »

Is this correct? If now can you post what would be?

this is the site I'm getting my formulas from: http://planning.cs.uiuc.edu/node103.html
 1  2  3 `float yaw = (float) -(Math.tan(m.m10/m.m00));        float pitch = (float) -(Math.tan((-m.m20)/(Math.sqrt(Math.pow(m.m21, 2) + Math.pow(m.m22, 2)))));        float roll = (float) -(Math.tan(m.m21/m.m22));`
endolf

JGO Coder

Medals: 7
Exp: 15 years

Current project release date: sometime in 3003

 « Reply #1 - Posted 2011-05-23 06:15:42 »

Hi

Take a look at the source for Java3D or Ardor3d, they will do the maths in there somewhere, for ardor it's done using quaternions, which can be calculated from a matrix and then converted to euler angles.

HTH

Endolf

Roquen
 « Reply #2 - Posted 2011-05-23 11:53:55 »

Euler angles:  Just say no (at runtime).  Seriously, they aren't interesting unless you're doing some specific types of integration.

Want to improved speed? If not: Do you want to improve your accuracy?  If yes to at least one, then:

Math.pow(x,2) -> x*x
Math.sqrt(Math.pow(x,2)) -> Math.abs(x)

If you still decide to use Euler angles, then note that most references will be for right-handed coordinate frames (instead of OpenGL's left-handed).
endolf

JGO Coder

Medals: 7
Exp: 15 years

Current project release date: sometime in 3003

 « Reply #3 - Posted 2011-05-23 12:03:23 »

Unless you are doing simple rotations with them (land vehicles) you're best off using quaternions.

I'm no mathematician, see here for some discussion.

Endolf

CyanPrime
 « Reply #4 - Posted 2011-05-23 16:53:28 »

Math.sqrt(Math.pow(x,2)) -> Math.abs(x)

You forgot the + between the two Pow calls.
 1 `Math.sqrt(Math.pow(m.m21, 2) + Math.pow(m.m22, 2))`

Also is there a way to use quaternions from a openGL call, or a matrix to move/rotate?

CyanPrime
 « Reply #5 - Posted 2011-05-23 19:13:32 »

Alright, this is what I got so far, but my camera doesn't seem to move at all. Even if I put lookAt on (5,50,5) it stays looking foward. This is my code so far:

 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31  32  33  34  35  36  37  38  39  40  41  42  43  44  45  46  47  48  49  50  51  52  53  54  55  56  57  58  59  60  61  62  63  64  65  66  67  68  69  70  71  72  73  74  75  76  77  78 `import org.lwjgl.opengl.GL11;import org.lwjgl.util.vector.Matrix3f;import org.lwjgl.util.vector.Vector3f;public class Camera {    //3d vector to store the camera's position in    Vector3f position = null;    Vector3f lookAt = null;    Vector3f up = null;    //the rotation around the Y axis of the camera    float yaw = 0;        //the rotation around the X axis of the camera    float pitch = 0;        //the rotation around the Z axis of the camera    float roll = 0;        public Camera(float x, float y, float z)    {        //instantiate position Vector3f to the x y z params.        position = new Vector3f(x, y, z);        lookAt = new Vector3f();        up = new Vector3f(0,1,0);    }        public void lookThrough()    {       Matrix3f m = new Matrix3f();                     up = new Vector3f(0,1,0);       Vector3f out = new Vector3f();       Vector3f.sub(position, lookAt, out);       out.normalise();       Vector3f.sub(up, (Vector3f) out.scale(Vector3f.dot(out,up)), up);              Vector3f camUp = new Vector3f();       Vector3f.sub(up , (Vector3f) out.scale(Vector3f.dot(out,up)), camUp);       //set forward vector       m.m00 = 0;       m.m01 = 0;       m.m02 = 1;              //set right vector       m.m10 = 1;       m.m11 = 0;       m.m12 = 0;              //set up vector       m.m20 = camUp.x;       m.m21 = camUp.y;       m.m22 = camUp.z;              if(m.m00 != 0)          yaw = (float) Math.atan2((-m.m20),(Math.sqrt(Math.pow(m.m21, 2) + Math.pow(m.m22, 2))));       else           yaw = 0;              pitch = (float) Math.atan2(m.m21,m.m22);              if(m.m22 != 0)          roll =  (float) Math.atan2(m.m10,m.m00);       else          roll = 0;              System.out.println("roll: " + roll + " pitch: " + pitch + " yaw: " + yaw);               //roatate the pitch around the X axis        GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f);        //roatate the yaw around the Y axis        GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f);        //roatate the yaw around the Y axis        GL11.glRotatef(roll, 0.0f, 0.0f, 1.0f);        //translate to the position vector's location        GL11.glTranslatef(position.x, position.y, position.z);    }}`

And this is my output:
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27 `roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0roll: 1.5707964 pitch: 2.819842 yaw: 0.0`

Yaw should be at something aside of 0, right?
Hansdampf

Senior Devvie

Projects: 3

too offending?

 « Reply #6 - Posted 2011-05-24 06:24:02 »

 1  2 `m.m00 = 0;if(m.m00 != 0)...;else yaw = 0;`

do you see?

lots of sillystupid games: http://www.emaggame.com
lhkbob

JGO Knight

Medals: 32

 « Reply #7 - Posted 2011-05-24 15:29:59 »

If you still decide to use Euler angles, then note that most references will be for right-handed coordinate frames (instead of OpenGL's left-handed).

I'm pretty sure OpenGL is right-handed, they just do some weirdness where the camera looks down the negative z-axis.

Roquen
 « Reply #8 - Posted 2011-05-24 15:51:44 »

You're correct.  It's Direct X that uses a left handed coordinate frame..shame on me.
Pages: [1]
 ignore  |  Print

You cannot reply to this message, because it is very, very old.

 deepthought (48 views) 2015-06-30 15:39:44 deepthought (55 views) 2015-06-30 15:39:09 deepthought (64 views) 2015-06-30 15:36:52 Za\'Anzabar (41 views) 2015-06-29 05:44:54 TritonDreyja (48 views) 2015-06-24 17:10:40 CopyableCougar4 (47 views) 2015-06-23 00:34:45 BurntPizza (55 views) 2015-06-21 20:36:46 cookiecompiler (93 views) 2015-06-11 15:42:53 cookiecompiler (56 views) 2015-06-11 15:41:14 NegativeZero (81 views) 2015-06-11 09:49:18
 princec 29x wessles 23x BurntPizza 19x CopyableCougar4 19x opiop65 17x ags1 15x nsigma 15x orangepascal 14x EgonOlsen 14x Riven 13x KaiHH 12x Jesse 11x SauronWatchesYou 11x theagentd 11x KevinWorkman 11x Archive 11x
 How Do I Expand My Game?by bashfrog2015-06-14 11:34:43List of Learning Resources2015-05-31 05:37:30Intersection Methodsby Roquen2015-05-29 08:19:33List of Learning Resources2015-05-05 10:20:32How to: JGO Wikiby Mac702015-02-17 20:56:162D Dynamic Lighting2015-01-01 20:25:42How do I start Java Game Development?by gouessej2014-12-27 19:41:21Resources for WIP gamesby kpars2014-12-18 10:26:14
 java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org