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"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmail com> wrote:
> "LAP" <nomail@nomail> wrote:
> > I am attempting to use POV-Ray for rigid-body dynamics.
> >
> > I have software that produces rotation parameters as 313 Euler angles, psi,
> > theta, and phi, and the associated 313 rotation matrix. All this is done in 3D
> > Euclidean (Cartesian) space.
> >
> > The problem I face is converting these Euclidean 313 parameters to work in
> > POV-Ray coordinates. In other words, I need to convert the Euclidean rotation
> > matrix to a POV-Ray matrix so that I can propery rotate objects (and their
> > textures).
> >
> > Since the basic coordinate transform is <x,y,z> Euclidean to <-z, x, y> I have
> > tried to rearrange the components of the Euclidean 313 rotation matrix to
> > duplicate this transform but the results are not correct.
> >
> > Given a rotation matrix in 3D Euclidean space:
> >
> > | 00 01 02 |
> > | 10 11 12 |
> > | 20 21 22 |
> >
> > What is the correct way of transforming this matrix so that it will rotate a
> > POV-Ray object in the same way?
>
> Hi
>
> You may want to have a look at the code below.
>...
Sorry. The include statements got messed up. They should be:
#include "vectors.inc"
#include "matrices.inc"
--
Tor Olav
http://subcube.com
https://github.com/t-o-k
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