Problem with Euler angles from YZX Rotation Matrix - math

I've gotten stuck getting my euler angles out my rotation matrix.
My conventions are:
Left-handed (x right, z back, y up)
YZX
Left handed angle rotation
My rotation matrix is built up from Euler angles like (from my code):
var xRotationMatrix = $M([
[1, 0, 0, 0],
[0, cx, -sx, 0],
[0, sx, cx, 0],
[0, 0, 0, 1]
]);
var yRotationMatrix = $M([
[ cy, 0, sy, 0],
[ 0, 1, 0, 0],
[-sy, 0, cy, 0],
[ 0, 0, 0, 1]
]);
var zRotationMatrix = $M([
[cz, -sz, 0, 0],
[sz, cz, 0, 0],
[ 0, 0, 1, 0],
[ 0, 0, 0, 1]
]);
Which results in a final rotation matrix as:
R(YZX) = | cy.cz, -cy.sz.cx + sy.sx, cy.sz.sx + sy.cx, 0|
| sz, cz.cx, -cz.sx, 0|
|-sy.cz, sy.sz.cx + cy.sx, -sy.sz.sx + cy.cx, 0|
| 0, 0, 0, 1|
I'm calculating my euler angles back from this matrix using this code:
this.anglesFromMatrix = function(m) {
var y = 0, x = 0, z = 0;
if (m.e(2, 1) > 0.999) {
y = Math.atan2(m.e(1, 3), m.e(3, 3));
z = Math.PI / 2;
x = 0;
} else if (m.e(2, 1) < -0.999) {
y = Math.atan2(m.e(1, 3), m.e(3, 3));
z = -Math.PI / 2;
x = 0;
} else {
y = Math.atan2(-m.e(3, 1), -m.e(1, 1));
x = Math.atan2(-m.e(2, 3), m.e(2, 2));
z = Math.asin(m.e(2, 1));
}
return {theta: this.deg(x), phi: this.deg(y), psi: this.deg(z)};
};
I've done the maths backwards and forwards a few times, but I can't see what's wrong. Any help would hugely appreciated.

Your matrix and euler angles aren't consistent. It looks like you should be using
y = Math.atan2(-m.e(3, 1), m.e(1, 1));
instead of
y = Math.atan2(-m.e(3, 1), -m.e(1, 1));
for the general case (the else branch).
I said "looks like" because -- what language is this? I'm assuming you have the indexing correct for this language. Are you sure about atan2? There is no single convention for atan2. In some programming languages the sine term is the first argument, in others, the cosine term is the first argument.

The last and most important branch of the anglesFromMatrix function has a small sign error but otherwise works correctly. Use
y = Math.atan2(-m.e(3, 1), m.e(1, 1))
since only m.e(3, 1) of m.e(1, 1) = cy.cz and m.e(3, 1) = -sy.cz should be inverted. I haven't checked the other branches for errors.
Beware that since sz = m.e(2, 1) has two solutions, the angles (x, y, z) used to construct the matrix m might not be the same as the angles (rx, ry, rz) returned by anglesFromMatrix(m). Instead we can test that the matrix rm constructed from (rx, ry, rz) does indeed equal m.

I worked on this problem extensively to come up with the correct angles for a given matrix. The problem in the math comes from the inability to determine a precise value for the SIN since -SIN(x) = SIN(-x) and this will affect the other values of the matrix. The solution I came up with comes up with two equally valid solutions out of eight possible solutions. I used a standard Z . Y . X matrix form but it should be adaptable to any matrix. Start by findng the three angles from: X = atan(m32,m33): Y = -asin(m31) : Z = atan(m21,m11) : Then create angles X' = -sign(X)*PI+X : Y'= sign(Y)*PI-Y : Z = -sign(Z)*pi+Z . Using these angles create eight set of angle groups : XYZ : X'YZ : XYZ' : X'YZ' : X'Y'Z' : XY'Z' : X'Y'Z : XY'Z
Use these set to create the eight corresponding matrixes. Then do a sum of the difference between the unknown matrix and each matrix. This is a sum of each element of the unknown minus the same element of the test matrix. After doing this, two of the sums will be zero and those matrixes will represent the solution angles to the original matrix. This works for all possible angle combinations including 0's. As 0's are introduced, more of the eight test matrixes become valid. At 0,0,0 they all become idenity matrixes!
Hope this helps, it worked very well for my application.
Bruce
update
After finding problems with Y = -90 or 90 degrees in the solution above. I came up with this solution that seems to reproduce the matrix at all values!
X = if(or(m31=1,m31=-1),0,atan(m33+1e-24,m32))
Y = -asin(m31)
Z = if(or(m31=1,m31=-1),-atan2(m22,m12),atan2(m11+1e-24,m21))
I went the long way around to find this solution, but it wa very enlightening :o)
Hope this helps!
Bruce

Related

Walking through multidimensional space in a proper way

Assuming I have a vector of say four dimensions in which every variable lays in a special interval. Thus we got:
Vector k = (x1,x2,x3,x4) with x1 = (-2,2), x2 = (0,2), x3 = (-4,1), x4 = (-1,1)
I am only interested in the points constraint by the intervals.
So to say v1 = (0,1,2,0) is important where v2 = (-5,-5,5,5) is not.
In additon to that the point i+1 should be relatively close to point i among my journey. Therefore I dont want to jump around in space.
Is there a proper way of walking through those interesting points?
For example in 2D space with x1,x2 = (-2,2) like so:
Note: The frequenz of the red line could be higher
There are many ways to create a space-filling curve while preserving closeness. See the Wikipedia article for a few examples (some have associated algorithms for generating them): https://en.wikipedia.org/wiki/Space-filling_curve
Regardless, let's work with your zig-zag pattern for 2D and work on extending it to 3D and 4D. To extend it into 3D, we just add another zig to the zig-zag. Take a look at the (rough) diagram below:
Essentially, we repeat the pattern that we had in 2D but we now have multiple layers that represent the third dimension. The extra zig that we need to add is the switch between bottom-to-top and top-to-bottom every layer. This is pretty simple to abstract:
In 2D, we have x and y axes.
We move across the x domain switching between positive and negative
directions most frequently.
We move across the y domain once.
In 3D, we have x, y, and z axes.
We move across the x domain switching between positive and negative directions most frequently.
We move across the y domain switching between positive and negative directions second most frequently.
We move across the z domain once.
It should be clear how this generalizes to higher dimensions. Now, I'll present some (Python 3) code that implements the zig-zag pattern for 4D. Let's represent the position in 4D space as (x, y, z, w) and the ranges in each dimension as (x0, x1), (y0, y1), (z0, z1), (w0, w1). These are our inputs. Then, we also define xdir, ydir, and zdir to keep track of the direction of the zig-zag.
x, y, z, w = x0, y0, z0, w0
xdir, ydir, zdir = +1, +1, +1
for iw in range(w1 - w0):
for iz in range(z1 - z0):
for iy in range(y1 - y0):
for ix in range(x1 - x0):
print(x, y, z, w)
x = x + xdir
xdir = -xdir
print(x, y, z, w)
y = y + ydir
ydir = -ydir
print(x, y, z, w)
z = z + zdir
zdir = -zdir
print(x, y, z, w)
w = w + 1
This algorithm has the guarantee that no two points printed out after each other have a distance greater than 1.
Using recursion, you can clean this up to make a very nice generalizable method. I hope this helps; let me know if you have any questions.
With the work of #Matthew Miller I implemented this generalization for any given multidimenisonal space:
'''assuming that we take three points out of our intervals [0,2] for a,b,c
which every one of them is corresponding to one dimension i.e. a 3D-space'''
a = [0,1,2]
b = [0,1,2]
c = [0,1,2]
vec_in = []
vec_in.append(a)
vec_in.append(b)
vec_in.append(c)
result = []
hold = []
dir = [False] * len(vec_in)
def create_points(vec , index, temp, desc):
if (desc):
loop_x = len(vec[index])-1
loop_y = -1
loop_z = -1
else:
loop_x = 0
loop_y = len(vec[index])
loop_z = 1
for i in range(loop_x,loop_y,loop_z):
temp.append(vec[index][i])
if (index < (len(vec) - 1)):
create_points(vec, index + 1, temp, dir[index])
else:
u = []
for k in temp:
u.append(k)
result.append(u)
temp.pop()
if (dir[index] == False):
dir[index] = True
else:
dir[index] = False
if len(temp) != 0:
temp.pop()
#render
create_points(vec_in, 0, hold, dir[0])
for x in (result):
print(x)
The result is a journey which covers every possible postion in a continous way:
[0, 0, 0]
[0, 0, 1]
[0, 0, 2]
[0, 1, 2]
[0, 1, 1]
[0, 1, 0]
[0, 2, 0]
[0, 2, 1]
[0, 2, 2]
[1, 2, 2]
[1, 2, 1]
[1, 2, 0]
[1, 1, 0]
[1, 1, 1]
[1, 1, 2]
[1, 0, 2]
[1, 0, 1]
[1, 0, 0]
[2, 0, 0]
[2, 0, 1]
[2, 0, 2]
[2, 1, 2]
[2, 1, 1]
[2, 1, 0]
[2, 2, 0]
[2, 2, 1]
[2, 2, 2]

Find transformation matrix between two matrices

I tried to find the transformation matrix between two matrices, so i can save it, and later apply it on an object so it will maintain its position and rotation relatively to another object. using this sugested solution:
3d (THREE.js) : difference matrix
I used this code:
var aInv1 = new THREE.Matrix4().getInverse(firstObject.matrix.clone());
var aMat2 = new THREE.Matrix4().copy(secondObject.matrix.clone());
var aTrans = new THREE.Matrix4().multiplyMatrices(aMat2, aInv1);
The values of the matrices elements are:
firstObject.matrix.elements = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, -358.483421667927, 1
]
secondObject.matrix.elements = [
0.5137532240102918, -0.844167465362402, 0.15309773101731067, 0,
0.8579380075617532, 0.5055071032079361, -0.091678480502733, 0,
-1.3877787807814457e-17, 0.1784484772418605, 0.983949257314655, 0,
94.64320536824728, 6.92473686011361, -372.0695450875709, 1
]
I would expect that the transformation Matrix aka variable aTrans elements would be 94.64320536824728, 6.92473686011361, 13.58 because those are the differences in the position, but I get 94.64320536824728, 70.89555757320696, -19.340048577797802, 1.
aTrans.matrix.elements = [
0.5137532240102918, -0.844167465362402, 0.15309773101731067, 0,
0.8579380075617532, 0.5055071032079361, -0.091678480502733, 0,
-1.3877787807814457e-17, 0.1784484772418605, 0.983949257314655, 0,
94.64320536824728, 70.89555757320696, -19.340048577797802, 1
]
I would appriciate any educated explanation for this difference, or another way to solve this problem.
You cannot simply add the translations because the second matrix might affect the effective translation of the first.
Let's consider a simple example - suppose both matrices only contain a rotation and translation:
M = R + T
R corresponds to the top-left 3x3 sub-matrix, and T is the first 3 elements of the last column. Multiplication rule with an arbitrary 3D point p:
M * p = R * p + T
Two of these give:
M2 * M1 * p = R2 * R1 * p + R2 * T1 + T2
The last column of M2 * M1 is R2 * T1 + T2 instead of simply T1 + T2, i.e. effective translation that M1 imposes on p is R2 * T1, and not simply T1.

How to calculate the expression

Given the equation-> (index+rotation)%rot=f; if i konw the values of f , rotation , rot
what is the formula to calculate index.I am not so good in mathematics but i want to know to calculate index in my programming.
(index + rotation)%rot = f
means
index + rotation = rot*k + f, k is an integer (.., -2, -1, 0, 1, 2,..)
therefore
index = rot*k + f - rotation, k: integer
If you want to have index > 0, make sure to choose k > (rotation - f) / rot

Mathematica: Filling under an infinite function

Mathematica: Filling an infinitely deep potential well
Comment: The proper page for Mathematica questions is this one
I would like to visualize a potential well for a particle in a box in Mathematica similar to the second picture from Wikipedia here.
I have defined my function piecewise
(*Length of the box*)
L = 4;
(*Infinitly deep potential well between 0 and L*)
V[x_] := Piecewise[{
{\[Infinity], x <= 0},
{0, 0 < x < L},
{\[Infinity], L <= x}}]
and would like to obtain a plot function which gives a filled area where the potential goes to infinity.
Unfortunately my tries end up in shaded areas between the "zero region" of the potential, while I would like to have the shading in the infinity region.
Table[Plot[V[x], {x, -5, 10},
Filling -> f], {f, {Top, Bottom, Axis, 0.3}}]
The problem is that Infinity is too much for plot. So let's just give it some other big number. But to prevent it from rescaling the y axis we need to be specific with the upper plot range
Block[{\[Infinity] = 1*^1},
Plot[V[x], {x, -5, 10}, Filling -> Bottom,
PlotRange -> {Automatic, 1}]
]
Alternatively you could plot V[x]/.\[Infinity]->1*^1 instead of Block but I like Block's way better
Just give it values instead of infinity:
(*Length of the box*)L = 4;
(*Infinitly deep potential well between 0 and L*)
V[x_] := Piecewise[{{1, x <= 0}, {0, 0 < x < L}, {1, L <= x}}]
Plot[V[x], {x, -5, 10}, Filling -> Bottom]
Another way using graphic primitives:
wellLeft = 0;
leftBorder = wellLeft - 1;
rightBorder = L + 1;
wellRight = L;
top = 5;
Graphics[{
Hue[0.67, 0.6, 0.6],
Opacity[0.2],
Rectangle[{leftBorder, 0}, {wellLeft, top}],
Rectangle[{wellRight, 0}, {rightBorder, top}]
}, Axes -> True]

How do I write an Euler function in Mathematica?

I programmed a Euler function but misread the instructions, so now I have to make a new one, but I can't figure it out.
I have made the following automatic Euler function.
f[x_, y_] := -x y^2;
x0 = 0;
y0 = 2;
xend = 2;
steps = 20;
h = (xend - x0)/steps // N;
x = x0;
y = y0;
eulerlist = {{x, y}};
For[i = 1, i <= steps, y = f[x, y]*h + y;
x = x + h;
eulerlist = Append[eulerlist, {x, y}];
i++
]
Print[eulerlist]
But it just generates the list I have specified.
I would like to have a Euler function which is able to generate this form:
Euler[y, 2, -x y^2, {x, 0, 2}, 20]
I don't seem to get any further.
It is not clear what you are asking, but if what you want is to be able to input
Euler[y, 2, -x y^2, {x, 0, 2}, 20]
and get
{{0,2},{0.1,2.},{0.2,1.96},{0.3,1.88317},{0.4,1.77678},{0.5,1.6505},{0.6,1.51429},{0.7,1.37671},{0.8,1.24404},{0.9,1.12023},{1.,1.00728},{1.1,0.905822},{1.2,0.815565},{1.3,0.735748},{1.4,0.665376},{1.5,0.603394},{1.6,0.548781},{1.7,0.500596},{1.8,0.457994},{1.9,0.420238},{2.,0.386684}}
Then you need to write a function definition like this:
Euler[y0_, f_, {x0_, xend_}, steps_Integer?Positive] := (* body *)
Notice the underscores to denote patterns, the := to denote delayed evaluation and the pattern specification Integer?Positive.
As for the body of the function -- oh my goodness could you have picked a less Mathematica-style approach? Perhaps not. Procedural loops and Append are almost never the best way to do anything in Mathematica.
Here is a better solution.
Euler[y_, y0_, f_, {x_, x0_, xend_}, steps_Integer?Positive] :=
With[{h = N[(xend - x0)/steps], ff = Function[{x, y}, f]},
NestList[{#[[1]] + h, ff[#[[1]], #[[2]]]*h + #[[2]]} &, {x0, y0},
steps]]
Euler[y, 2, -x y^2, {x, 0, 2}, 20]
{{0, 2}, {0.1, 2.}, {0.2, 1.96}, {0.3, 1.88317}, {0.4,
1.77678}, {0.5, 1.6505}, {0.6, 1.51429}, {0.7, 1.37671}, {0.8,
1.24404}, {0.9, 1.12023}, {1., 1.00728}, {1.1, 0.905822}, {1.2,
0.815565}, {1.3, 0.735748}, {1.4, 0.665376}, {1.5, 0.603394}, {1.6,
0.548781}, {1.7, 0.500596}, {1.8, 0.457994}, {1.9, 0.420238}, {2.,
0.386684}}
If you want something that outputs Euler[y, 2, -x y^2, {x, 0, 2}, 20], then typing it into the notebook is the quickest method.

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