I am having trouble understanding the math to convert from object space to view space. I am doing this in hardware and I have the Atranspose matrix below:
ATranspose =
[rightx upx lookx 0]
[righty upy looky 0]
[rightz upz lookz 0]
[-eyeright -eyeup -eyelook 1]
Then to find the point we would do:
[x,y,z,1] = [x',y',z',1]*ATranspose
xnew = xold*rightx + xold*righty + xold*rightz + xold*(-eyeright)
but I am not sure if this is correct.
It could also be
[x,y,z,1]=atranspose*[x',y',z',1]T
Can someone please explain this to me? I can't find anything online about it that isn't directly opengl code related I just want to understand the math behind transforming points from object coordinates to eye coordinates.
This answer is probably much longer than it needs to be. Jump down to the bottom 2 paragraphs or so if you already understand most of the matrix math.
It might be easiest to start by looking at a 1 dimensional problem. In 1D, we have points on a line. We can scale them or we can translate them. Consider three points i,j,k and transformation matrix M.
M = [ s t ]
[ 0 1 ]
i = [1] j = [-2] k = [0]
[1] [ 1] [1]
j k i
─┴──┴──┴──┴──┴─
-2 -1 0 1 2
When we multiply by M, we get:
i' = Mi = [ s t ][ 1] = [ s+t ]
[ 0 1 ][ 1] [ 1 ]
j' = Mj = [ s t ][-2] = [-2s+t]
[ 0 1 ][ 1] [ 1 ]
k' = Mk = [ s t ][ 0] = [ t ]
[ 0 1 ][ 1] [ 1 ]
So if we assign values to s and t, then we get various transformations on our 1D 'triangle'. Scaling changes the distance between the 'points', while pure translation moves them around with respect to the origin while keeping the spacing constant:
s=1 t=0 s=2 t=1 s=1 t=2
j k i j k i j k i
─┴──┴──┴──┴──┴─ ─┴──┴──┴──┴──┴─ ─┴──┴──┴──┴──┴─
-2 -1 0 1 2 -3 -1 1 3 5 0 1 2 3 4
It's important to note that order of the transformations is critical. These 1D transformations scale and then translate. If you were to translate first, then the 'point' would be a different distance from the origin and so the scaling factor would affect it differently. For this reason, the transformations are often kept in separate matrices so that the order is clear.
If we move up to 2D, we get matrix N:
[1 0 tx][ cos(a) sin(a) 0][sx 0 0] [ sx*cos(a) sx*sin(a) tx ]
N =[0 1 ty][-sin(a) cos(a) 0][ 0 sy 0]=[-sy*sin(a) sy*cos(a) ty ]
[0 0 1 ][ 0 0 1][ 0 0 1] [ 0 0 1 ]
This matrix will 1) scale a point by sx,sy, 2) rotate the point around the origin by a degrees, and then 3 translate the point by tx,ty. Note that this matrix is constructed under the assumption that points are represented as column vectors and that the multiplication will take place as Np. As datenwolf said, if you want to use row vector representation of points but apply the same transformation, you can transpose everything and swap the order. This is a general property of matrix multiplication: (AB)^T = (B^T)(A^T).
That said, we can talk about transformations in terms of object, world, and eye coordinates. If the eye is sitting at the origin of the world, looking down the world's negative z-axis, with +x to the right and +y up and the object, a cube, is sitting 10 units down -z (centered on the z axis), with width of 2 along the world's x, depth of 3 along the z, and height of 4 along world y. Then, if the center of the cube is the object's local frame of reference and its local axes conveniently align with the world's axes. Then the vertices of the box in object coordinates are the variations on [+/-1,+/-2,+/-1.5]^T. The near, top, right (from the eye's point-of-view) vertex has object coordinates [1,2,1.5]^T, in world coordinates, the same vertex is [1,2,-8.5]^T (1.5-10=-8.5). Because of where the eye is, which way it's pointing, and the fact that we define our eye the same way as OpenGL, that vertex has the same eye coordinates as world coordinates. So let's move and rotate the eye such that the eye's x is right(rt) and the eye's y is up and the eye's -z is look(lk) and the eye is positioned at [eyeright(ex) eyeup(ey) eyelook(ez)]^T. Since we want object coordinates transformed to eye coordinates (meaning that we'll treat the eye as the origin), we'll take the inverse of these transformations and apply them to the object vertices (after they have been transformed into world coordinates). So we'll have:
ep = [WORLD_TO_EYE]*[OBJECT_TO_WORLD]*wp;
More specifically, for our vertex of interest, we'll have:
[ rt.x rt.y rt.z 0][1 0 0 -ex][1 0 0 0 ][ 1 ]
[ up.x up.y up.z 0][0 1 0 -ey][0 1 0 0 ][ 2 ]
[-lk.x -lk.y -lk.z 0][0 0 1 -ez][0 0 1 -10][1.5]
[ 0 0 0 1][0 0 0 1 ][0 0 0 1 ][ 1 ]
For convenience, I've separated out the translation the rotation of the eye affects it. Actually, now that I've written so much, this may be the point of confusion. The matrix that you gave will rotate and then translate. I assumed that the eye's translation was in world coordinates. But as you wrote it in your question, it's actually performing the translation in eye coordinates. I've also negated lk because we've defined the eye to be looking down the negative z-axis, but to make a standard rotation matrix, we want to use positive values.
Anyway, I can keep going, but maybe this answers your question already.
Continuing:
Explaining the above a little further, separating the eye's transformation into two components also makes it much easier to find the inverse. It's easy to see that if translation tx moves the eye somewhere relative to the objects in the world, we can maintain the same relative positions between the eye and points in the world by moving the everything in the world by -tx and keeping the eye stationary.
Likewise, consider the eye's orientation as defined by its default right, up, and look vectors:
[1] [0] [ 0]
d_rt=[0] d_up=[1] d_lk=[ 0]
[0] [0] [-1]
Creating a rotation matrix that points these three vectors in a new direction is easy. We just line up our three new axes rt, up, lk (as column vectors):
[rt.x up.x -lk.x 0]
[rt.y up.y -lk.y 0]
[rt.z up.z -lk.z 0]
[ 0 0 0 1]
It's easy to see that if you augment d_rt, d_up, and d_lk and multiply by the above matrix, you get the rt, up, and lk back respectively. So we've applied the transformation that we wanted. To be a proper rotation, the three vectors must be orthonormal. This is really just a change of bases. Because of that fact, we can find the inverse of this matrix quite conveniently by taking its transpose. That's what I did above. If you apply that transposed matrix to all of the points in world coordinates and leave the eye still, the points will maintain the same position, relative to the eye, as if the eye had rotated.
For Example:
Assign (in world coordinates):
[ 0] [0] [-1] [-2] [1.5]
rt=[ 0] up=[1] lk=[ 0] eye=[ 0] obj=[ 0 ]
[-1] [0] [ 0] [ 1] [-3 ]
If you transpose ATranspose in the second variant, i.e.
[x,y,z,w]^T = ATranspose^T * [x',y',z',w']^T
BTW, ^T means transpose so the original author probably meant
[x,y,z,w] = [x',y',z',w'] * A^T
and rewritten
[x,y,z,w]^T = A^T * [x',y',z',w']^T
then all these formulations are equally correct.
Related
I have transformation and rotation coordinate data that is in a Row-major 4x4 transformation matrix format.
Ux Vx Wx Tx
Uy Vy Wy Ty
Uz Vz Wz Tz
0 0 0 1
The source of the data and the software that I need to send it to have different handed coordinate systems. One is left-handed, the other right.
How can I change the matrix from right to left handed and vice versa?
I understand that for transformations you can just invert the Y axis, but for rotations it seems more complex.
Thanks.
You convert vectors between the two coordinate systems by flipping the Y axis. This is equivalent to multiplying by the matrix:
F = [ 1 0 0 0 ]
[ 0 -1 0 0 ]
[ 0 0 1 0 ]
[ 0 0 0 1 ]
To apply your transformation in the flipped coordinate space, you could flip the Y axis, apply your transform, and then flip the Y axis again to get back to the original coordinate space. Written as matrix multiplication, this looks like:
F*(M*(F*x)) [1]
(where M is your matrix). Ok, but that's wasteful -- now we have three matrix multiplies instead of one; fortunately, matrix multiplication is associative, so we re-write:
F*(M*(F*x)) = (FMF)*x
We just need to compute the matrix FMF. Left-multiplication by a diagonal matrix scales the rows of the other matrix by the corresponding elements on the diagonal; right-multiplication scales the columns. So all we need to do is negate the second row and column:
FMF = [ Ux -Vx Wx Tx ]
[-Uy Vy -Wy -Ty ]
[ Uz -Vz Wz Tz ]
[ 0 0 0 1 ]
From your comment, it sounds like you may not actually want to convert back into the original coordinate system, in which case you could simply use the matrix MF instead of FMF.
[1] More generally, doing a transform, followed by some operation, followed by undoing the transform is called acting by conjugation, and it usually has the form F⁻¹MF. It just happens that our matrix F is its own inverse.
What I am trying to achieve here is to convert the rotation Matrix from one software (Quest3D) to an another one (Rock robotic framework) of course with different reference system.
I have the Motion matrix (the 4x4 matrix which contains the 3x3 rotation matrix and the translation vector) in a Left-Handed (LH for the following) system as follow :
X positive forward
y positive up
z positive left
And I would like to put it in an Right-Handed (RH for the following) system as follow :
(edit)
North West Up (NWU):
X positive forward
y positive **left**
z positive up
This is what I tried to find so far and I will be glad if someone could help me there or point me to some documentations that I could have missed !
First step: the order of rotations
So first of all, to find the theoretical rotation matrix of Quest3D I needed to know what was the order of multiplication that creates the rotation matrix with an euler angle notation.
With the following reference system
I have :
Rx_LH(tet1) =
[ 1, 0, 0 ]
[ 0, cos(tet1), -sin(tet1)]
[ 0, sin(tet1), cos(tet1)]
Ry_LH(tet2) =
[ cos(tet2), 0, sin(tet2)]
[ 0, 1, 0 ]
[ -sin(tet2), 0, cos(tet2)]
Rz_LH(tet3) =
[ cos(tet3), -sin(tet3), 0]
[ sin(tet3), cos(tet3), 0]
[ 0, 0, 1]
Then since there is 12 different way of computing the rotation matrix, I wrote a small matlab program that computes all the different options and then with a set of specified values for X,Y,Z in Quest3D (See image here) and the corresponding matrix in numerical values I tried to match which one of the rotation matrix is the same and therefore I will have my rotation order.
Result : not so much.. I manage to have a matrix that posses the same element but not at the right position in the matrix. ( there is actually a symmetry regarding the diagonal)
This is my "target matrix"
MatR_Sim_LH =
0.9447 0.3130 -0.0978
-0.0290 0.9363 0.1987
0.1538 -0.1593 0.9752
and this is the closest thing I have
0.9447 -0.2896 0.1538
0.3130 0.9363 -0.1593
-0.0978 0.1987 0.9752
Let's say it's a mistake of mine, the order to create the rotation matrix is 213.
Change of basis
For the change of basis I have to go from the Quest3D reference system to a
** Right-Handed with X positive forward, y positive right and z positive Up **.
My idea was the following.
a) change from Left-Handed to Right-Handed
b) Do what's necessary to the motion matrix when we swap the Y and Z axis in the reference frame.
for a) I am using this matrix
Switch_LH2RH =
1 0 0
0 1 0
0 0 -1
which I apply to my LH (Left-Handed) rotation matrix of Quest3D like this
MatR_Sim_RH = Switch_LH2RH * MatR_Sim_LH * Switch_LH2RH;
then for b) to switch Y and Z I am using the following matrix in the following expression
Mat_toggle_ZY =
1 0 0
0 0 1
0 1 0
MatR_Rock_RH = Mat_toggle_ZY * MatR_Sim_RH * Mat_toggle_ZY;
But of course it's not working for some reason that probably are not obvious for me yet !
Thanks for the help
V.v
I have coordinates for 4 vectors defining a quad and another one for it's normal. I am trying to get the rotation of the quad. I get good results for rotation on X and Y just using the normal, but I got stuck getting the Z, since I've used just 1 vector.
Here's my basic test using Processing and toxiclibs(Vec3D and heading methods):
import toxi.geom.*;
Vec3D[] face = {new Vec3D(1.1920928955078125e-07, 0.0, 1.4142135381698608),new Vec3D(-1.4142134189605713, 0.0, 5.3644180297851562e-07),new Vec3D(-2.384185791015625e-07, 0.0, -1.4142135381698608),new Vec3D(1.4142136573791504, 0.0, 0.0),};
Vec3D n = new Vec3D(0.0, 1.0, 0.0);
print("xy: " + degrees(n.headingXY())+"\t");
print("xz: " + degrees(n.headingXZ())+"\t");
print("yz: " + degrees(n.headingYZ())+"\n");
println("angleBetween x: " + degrees(n.angleBetween(Vec3D.X_AXIS)));
println("angleBetween y: " + degrees(n.angleBetween(Vec3D.X_AXIS)));
println("angleBetween z: " + degrees(n.angleBetween(Vec3D.X_AXIS)));
println("atan2 x: " + degrees(atan2(n.z,n.y)));
println("atan2 y: " + degrees(atan2(n.z,n.x)));
println("atan2 z: " + degrees(atan2(n.y,n.x)));
And here is the output:
xy: 90.0 xz: 0.0 yz: 90.0
angleBetween x: 90.0
angleBetween y: 90.0
angleBetween z: 90.0
atan2 x: 0.0
atan2 y: 0.0
atan2 z: 90.0
How can I get the rotation(around it's centre/normal) for Z of my quad ?
OK. I am frankly still not really clear on what it is you're looking for, but let me try to clarify the problem and then address my best guess as to what you really want and see if that helps.
As mentioned in the comment thread, a rotation is a transformation that maps one set of stuff (eg, vectors A, B, C...) to a different set of stuff (A', B', C'...). We can fully define this transformation in terms of an angle (call it θ) and an axis of rotation we'll call R.
Note that R is not a vector, it is a line. That means it has a location as well as a direction -- it is anchored somewhere in space -- and so you need either two points or a point and a direction vector to define it. For simplicity we might assume that the anchor point is the origin (0,0,0), since the question talks about the major axes X, Y and Z. In general, however, this need not be the case - if you want to determine rotation about arbitrary lines you will usually need to translate everything first so that the axis passes through the origin. (If all you care about is the orientation of your objects, rather than its position, then you can probably gloss over this issue.)
Given a start position A, end position A' and an axis R, it is conceptually straightforward to determine the angle θ (or an angle θ, since rotation is periodic and there are infinitely many θs that will take A to A'), though it can be a little fiddly for general R. In the simplest case, where R is one of the major axes, you can do something like this (for R = Z):
theta0 = atan2(A.x, A.y);
theta1 = atan2(A_prime.x, A_prime.y);
theta = theta1 - theta0;
In any case, it looks from your code as if you have the tools to do this already -- I'm not familiar with toxiclibs, but I would imagine the Vec3D angleBetween method ought to take you most of the way to the answer you want.
However, that presupposes that you know A, A' and R, and it seems like this is the real sticking point with your question. In the first place, you mention only a single set of points, defining an arbitrary quad. In the second, you talk about the normal as defining the centre of rotation. Both of these indicate that you haven't properly specified the problem.
As I have repeated tediously several times, a rotation is from one thing to another. A single set of quad vertices may define either the first state or the second, but not both (unless θ is 0, in which case the question is trivial). If you want to determine "the rotation of the quad", you need also to say "from an earlier position P" or "to a subsequent position Q", which you have not done.
Given that the particular quad in question is a square, you might think that there's an intuitive other position involved, to wit: with the sides axis-aligned. And we can indeed rather easily determine the angle of rotation required to get to that orientation, if we can assume that the quad is a rectangle:
// A and B are adjacent corners of the square
// B - A is the direction of the edge joining them
// theta is the angle between that side and the X axis
// (rotating by -theta around Z should align the square)
theta = atan2(B.x - A.x, B.y - A.y);
But, you made a point of stating that you might be looking at any arbitrary quad, for which there would be no "natural" base position to compare against. And even in the square case it is frankly not good practice to presume a baseline without explicitly declaring it.
Which brings us back to my original question: what do you mean? If you can actually pin that down properly I suspect you will find the problem itself relatively easy to solve.
EDIT: Based on your comments below, what you really want to do is to find a rotation that aligns your quad with one of the major planes. This is equivalent to rotating the quad's normal to align with the axis perpendicular to that plane: eg, to get the quad parallel to the XY plane, align its normal with the Z axis.
This can notionally be done with a single rotation about some calculated axis, but in practice you will decompose it into two rotations about major axes. The first rotates about the target axis until the vector is in the plane containing that axis and one of the others; then rotate around the third axis to get the normal to its final alignment. A verbal description is inevitably clunky, so let's formalise a bit:
Let's say you have a planar object Q, with vertices {v1, v2, v3, ...} (in your quad case there will be four of these, but it could be any number as long as all the points are coplanar), with unit normal n = (x y z)T. For the sake of explanation, let's arbitrarily assume that we want to align the object with the XY plane, and hence to rotate n to the Z axis -- the process would be essentially the same for XZ/Y or YZ/X.
Rotate around Z to get n into the XZ plane. We can calculate the angle required like this:
theta1 = -atan2(x,y);
However, we only need the sine and cosine to build a rotation matrix, and we can calculate these directly without knowing the angle:
hypoXY = sqrt(x*x + y*y);
c1 = x/hypoXY;
s1 = y/hypoXY;
(Obviously, if hypoXY is 0 this fails, but in that case n is already aligned with Z.)
Our first rotation matrix R1 looks like this:
[ c1 s1 0 ]
[ -s1 c1 0 ]
[ 0 0 1 ]
Next, rotate around Y to get n parallel to Z. Note that the previous rotation has moved x to a new position x' = sqrt(x2 + y2), so we need to account for this in calculating our second angle:
theta2 = -atan2(z, sqrt(x*x + y*y));
Again, we don't actually need theta2. And because we defined n to be a unit vector, our next calculations are easy:
c2 = z;
s2 = hypoXY;
Our second rotation matrix R2 looks like this:
[ c2 0 -s2 ]
[ 0 1 0 ]
[ s2 0 c2 ]
Compose the two together to get R = R2.R1:
[ c2c1 c2s1 -s2 ]
[ -s1 c1 0 ]
[ s2c1 s2s1 c2 ]
If you apply this matrix to n, you should get the normal aligned with the Z axis. (If not, check the signs first -- this is all a bit back of an envelope and I could easily have got some of the directions wrong. I don't have time to code it up and check right now, but will try to give it a go later. I'll also try to look over your sketch code then.)
Once that works, apply the same transformation to all the points in your object Q and it should become parallel to (although likely offset from) the XY plane.
Here is the rotation matrix for the z axis
cos(theta) sin(theta) 0
-sin(theta) cos(theta) 0
0 0 1
your vector
the result is the rotated vector
(Apologies in advance. My math skills and powers of description seem to have left me for the moment)
Imagine a cube on screen with a two sets of controls. One set of controls to rotate the cube side to side (aka yaw or Y or even Z depending on one's mathematical leanings) and another set of controls to rotate up and down (aka pitch or X).
What I would like to do is make it so that the two set sof controls always rotate the cube in relation to the viewer / screen irrespective of how the cube is currently rotated.
A regular combination of either matrix or quaternion based rotations doesn't achieve this effect because the rotations get applied in a serial fashion (with each rotation "starting" from where the previous one left off).
e.g. With the psuedo code of
combinatedRotation = RotateYaw(90) * RotatePitch(45)
will give me a cube that appears to be "rolling" to one side because the Pitch rotation has been rotated as well.
(or for a more dramatic example RotateYaw(180) * RotatePitch(45) will produce a cube where it appears the the pitch is working in reverse to the screen)
Can somebody either point me to or supply the correct way to make the two rotations independant from each other in effect so that irrespective of how the cube is currently rotated Yaw and Pitch work "as expected" in relation to the on screen controls?
EDIT 3: It just occurred to me that the solution below, while correct, is unnecessarily complicated. You can achieve the same effect by simply multiplying the rotation matrix by the orientation matrix to compute the new orientation:
M = R * M
Though not relevant to the question, this would also correctly handle orientation matrices that aren't made up of pure rotation, but also contain translation, skew, etc.
(End of edit 3)
You need a transform matrix comprising the current rotated axes of your object's local coordinate system. You then apply rotations to that matrix.
In mathematical terms, you start with an identity matrix as follows:
M = [1 0 0 0]
[0 1 0 0]
[0 0 1 0]
[0 0 0 1]
This matrix comprises three vectors, U, V and W, that represent — in world coordinates — the three unit vectors of your object's local coordinate system:
M = [Ux Vx Wx 0]
[Uy Vy Wy 0]
[Uz Vz Wz 0]
[0 0 0 1]
When you want to rotate the object, rotate each vector in situ. In other words, apply the rotation independently to each of U, V and W within the matrix.
When rendering, simply apply M as a single transform to your object. (In case you're wondering, don't apply the rotations themselves; just the matrix.)
EDIT 2: (Appears before the first edit, since it provides context for it.)
On revisiting this answer long after it was originally posted, I've realised that I might not have picked up on a misunderstanding that you might have about how to apply rotations from each control.
The idea is not to accumulate the rotation to be applied by each control and apply them separately. Rather, you should apply each incremental rotation (i.e., every time one of your slider controls fires a change event) immediately to the U, V and W vectors.
To put this in more concrete terms, don't say, "In total, the vertical control has moved 47° and the horizontal control has moved -21°" and apply them as two big rotations. That will exhibit the same problem that motivated your question. Instead, say, "The vertical slider just moved 0.23°", and rotate U, V and W about the X-axis by 0.23°.
In short, the 90° yaw followed by 45° pitch described below is probably not what you want.
EDIT: As requested, here's how the case of 90° yaw followed by 45° pitch pans out in practice...
Since you start with the identity matrix, the basis vectors will simply be your world unit vectors:
U = [1] V = [0] W = [0]
[0] [1] [0]
[0] [0] [1]
To apply the 90° yaw, rotate each basis vector around the Z-axis (reflecting my mathematical leaning), which is almost trivial:
U = [0] V = [-1] W = [0]
[1] [ 0] [0]
[0] [ 0] [1]
Thus, after the 90° yaw, the transform matrix will be:
M = [0 -1 0 0]
[1 0 0 0]
[0 0 1 0]
[0 0 0 1]
Applying this matrix to the subject will achieve the desired 90° rotation around Z.
To then apply a 45° pitch (which I'll take to be around the X-axis), we rotate our new basis vectors in the YZ-plane, this time by 45°:
U = [0 ] V = [-1] W = [ 0 ]
[0.7] [ 0] [-0.7]
[0.7] [ 0] [ 0.7]
Thus, the new transform matrix is:
M = [0 -1 0 0]
[0.7 0 -0.7 0]
[0.7 0 0.7 0]
[0 0 0 1]
If you multiply the two rotations together:
Yaw(90)*Pitch(45) = [0 -1 0 0]*[1 0 0 0] = [0 -0.7 0.7 0]
[1 0 0 0] [0 0.7 -0.7 0] [1 0 0 0]
[0 0 1 0] [0 0.7 0.7 0] [0 0.7 0.7 0]
[0 0 0 1] [0 0 0 1] [0 0 0 1]
Pitch(45)*Yaw(90) = [1 0 0 0]*[0 -1 0 0] = [0 -1 0 0]
[0 0.7 -0.7 0] [1 0 0 0] [0.7 0 -0.7 0]
[0 0.7 0.7 0] [0 0 1 0] [0.7 0 0.7 0]
[0 0 0 1] [0 0 0 1] [0 0 0 1]
You'll notice that the second form is the same as the transform matrix produced by manipulating the basis vectors, but this is just a coincidence (and quite a common one when mixing up 90° and 45° rotations). In the general case, neither order of application will match the basis-transform.
I've run out of steam, so I hope the explanation so far makes things clearer, not muddier.
I have two squares, S1 = (x1,y1,x2,y2) and S2 = (a1,b1,a2,b2)
I'm looking for the A transformation matrix with which
A * S1 = S2
As far as I see, A is an affine 3x3 matrix, so I have 9 unknown values.
How can I calculate these values?
thanks and best,
Viktor
There are really only four unknown values here. A rotation angle, a scale factor and an x and y translation. Of your three by three matrix the bottom row is always 0,0,1 which reduces you to six unknowns. The right hand column will be Tx,Ty,1 which are your translations (and the 1 we already know about).
The two by two "matrix" left will be your rotation and scaling. This will (off the top of my head) be something like:
ACos(B), -Asin(B)
ASin(B), aCos(B)
So in total:
ACos(B), -Asin(B), Tx
ASin(B), ACos(B), Ty
0 , 0 , 1
You extend your co-ordinate matrices with the 1 on the end of each co-ordinate to give 2x3 matrices and they then multiply to give you the four equations you need to solve for the four variables. That is left as an exercise for the reader.
A transformation matrix is a factor of scaling matrix Ss, transition matrix St and rotation matrix Sr.
Assume the old point is Po is (Xo,Yo) and as vector will be represented as (Xo Yo 1)' same for the new point Pn
Then Pnv =SsStSrPov
Where Sx is
Sx 0 0
0 Sy 0
0 0 1
St is
1 0 Tx
0 1 Ty
0 0 1
Sr is
Cos(th) -Sin(th) 0
Sin(th) Cos(th) 0
0 0 1
Now back to your question. if two point are giving to represent a rectangle we can just find the parameter of two matrix and the third one will be an identity matrix.
Rect1 is represented as Top-Left point P11 and Bottom-Right Point P12
Rect2 is represented as Top-Left point P21 and Bottom-Right Point P22
S=Ss*St
Sx 0 Tx
0 Sy Ty
0 0 1
Now you have 4 missing parameters and 4 set of equations
P21=S*P11
P22=S*P12
X[P21] =Sx*X[P11]+Tx
Y[P21] =Sy*Y[P11]+Ty
X[P22] =Sx*X[P12]+Tx
Y[P22] =Sy*Y[P12]+Ty
Solve it and you'll get your answer.
and if you have transition and rotation then
S=Sr*St.
Cos(th) -Sin(th) Tx
Sin(th) Cos(th) Ty
0 0 1
Now you have 3 missing parameters and 4 set of equations
P21=S*P11
P22=S*P12
X[P21] =Cos(th)*X[P11]-Sin(th)*Y[P11]+Tx
Y[P21] =Sin(th)*X[P11]+Cos(th)*Y[P11]+Ty
X[P22] =Cos(th)*X[P11]-Sin(th)*Y[P12]+Tx
Y[P22] =Sin(th)*X[P11]+Cos(th)*Y[P12]+Ty
Replace Cos(th) with A and Sin(th) With B and solve the equations.
X[P21] =A*X[P11]-B*Y[P11]+Tx
Y[P21] =B*X[P11]+A*Y[P11]+Ty
X[P22] =A*X[P11]-B*Y[P12]+Tx
Y[P22] =B*X[P11]+A*Y[P12]+Ty
Check if its correct A^2+B^2 =? 1 if is true then th = aCos(A)
The last part of the solution, if you'll have all three matrixes, then S=SrStSs is
Sx*sin(th) -Sx*cos(th) Tx
Sy*cos(th) Sy*sin(th) Ty
0 0 1
Now we have 5 missing variables and we need 6 different set of equations to solve it. which is mean 3 points from each rectangle.
You shouldn't have a 3x3 matrix if you're just looking to transform a 2D object. What you're looking for is a 2x2 matrix that solves A*S1=S2. This can be done in many different ways; in MATLAB, you'd do a S2/S1 (right matrix division), and generally this performs some kind of Gaussian elimination.
How can I calculate these values?
When applied to 2d/3d transformations, matrix can be represented a coordinate system, unless we are talking about projections.
Matrix rows (or columns, depending on notation) form axes of a new coordinate system, in which object will be placed placed if every object vertex is multiplied by the matrix. Last row (or columne, depending on notation) points to the center of the new coordinate system.
Standard OpenGL/DirectX transformation matrix (NOT a projection matrix):
class Matrix{//C++ code
public:
union{
float f[16];
float m[4][4];
};
};
Can be represented as combination of 4 vectors vx (x axis of the new coordinate system), vy(y axis of a new coordinate system), vz(z axis of a new coordinate system), and vp (center of the new system). Like this:
vx.x vx.y vx.z 0
vy.x vy.y vy.z 0
vz.x vz.y vz.z 0
vp.x vp.y vp.z 1
All "calculate rotation matrix", "calculate scale matrix", etc go down to this idea.
Thus, for 2d matrix, you'll have 3x3 matrix that consists of 3 vectors - vx, vy, vp, because there is no z vector in 2d. I.e.:
vx.x vx.y 0
vy.x vy.y 0
vp.x vp.y 1
To find a transform that would transform quad A into quad B, you need to find two transforms:
Transform that will move quad A into origin (i.e. at point zero), and convert it into quad of fixed size. Say, quad (rectangle) whose one vertex x = 0, y = 0, and whose vertices are located at (0, 1), (1, 0), (1, 1).
Transform that turns quad of fixed size into quad B.
You CANNOT do that it this way if opposite edges of quad are not parallel. I.e. parallelograms are fine, but random 4-sided polygons are not.
A quad can be represented by base point (vp) which can be any vertex of the quad and two vectors that define quad sizes (direction of the edge multiplied by edge's length). I.e. "up" vector and "side" vector. Which makes it a matrix:
side.x side.y 0
up.x up.y 0
vp.x vp.y 1
So, multiplying a quad (vp.x = 0, vp.y = 0, side.x = 1, side.y = 0, up.x = 0, up.y = 1) by this matrix will turn original quad into your quad. Which means, that in order to transform
quad A into quad B, you need to do this:
1) make a matrix that would transform "base 1unit quad" into quad A. Let's call it matA.
2) make a matrix that would transform "base 1 unit quad" into quad B. let's call it matB.
3) invert matA and store result into invMatA.
4) the result matrix is invMatA * matB.
Done. If you multiply quad A by result matrix, you'll get quad B. This won't work if quads have zero widths or heights, and it won't work if quads are not parallelograms.
This is hard to understand, but I cannot to make it simpler.
What do you mean by S1 = (x1,y1,x2,y2)?
Do they represent the top-left and bottom-right corners of the square?
Also, can you guarantee there's only rotation between the squares or do you need a full affine transformation which allows for scaling, skewing, and translation?
Or do you also need a perspective transformation?
Only if it's a perspective transformation, will you need 3x3 matrix with 8 dof as you've mentioned in your post.