Orientation, Position, and Coordinate Convention
1 Ansicht (letzte 30 Tage)
Ältere Kommentare anzeigen
Zakaria Boussaid
am 25 Jan. 2024
Kommentiert: Zakaria Boussaid
am 26 Jan. 2024
I want to change my camera pose from xyz coordinate system(where x-forward direction, y left and z up) to zyx coordinate system ( z-forward y- down and x left) My camera pose is described in an homogenous matrix. Let's take this matrix as an example:
Camera = [ 1 0 0 1,
0 1 0 2,
0 0 1 3,
0 0 0 1]
i created this function which rotate the matrix but i'm not sure if it's working correctly. I mean the rotation needs to be supported the the correct translation right ? :
function rotated_matrix = rotate_homogeneous_matrix(original_matrix, axis, angle_degrees)
% Ensure the matrix is 4x4
if size(original_matrix) ~= [4, 4]
error('Input matrix must be a 4x4 homogeneous matrix');
end
% Convert angle to radians
angle_radians = deg2rad(angle_degrees);
% Create a copy of the matrix to avoid modifying the original
rotated_matrix = original_matrix;
% Define rotation matrices based on the specified axis
if axis == 'X'
rotation_matrix = [
1, 0, 0, 0;
0, cos(angle_radians), -sin(angle_radians), 0;
0, sin(angle_radians), cos(angle_radians), 0;
0, 0, 0, 1
];
elseif axis == 'Y'
rotation_matrix = [
cos(angle_radians), 0, sin(angle_radians), 0;
0, 1, 0, 0;
-sin(angle_radians), 0, cos(angle_radians), 0;
0, 0, 0, 1
];
elseif axis == 'Z'
rotation_matrix = [
cos(angle_radians), -sin(angle_radians), 0, 0;
sin(angle_radians), cos(angle_radians), 0, 0;
0, 0, 1, 0;
0, 0, 0, 1
];
else
error('Invalid axis. Use ''X'', ''Y'', or ''Z''.');
end
% Apply rotation
rotated_matrix = rotated_matrix * rotation_matrix;
end
% Example usage
pose = rotate_homogeneous_matrix(Camera, "Y", 90)
pose = rotate_homogeneous_matrix(pose, "Z", -90)
I'm only rotating the axes. Do I need to change the order of the translation vector element? Does this function implementation satisfy the target.


0 Kommentare
Akzeptierte Antwort
Angelo Yeo
am 26 Jan. 2024
One thing to change in the function rotate_homogeneous_matrix: transformation matrices to be calculated before the transformed matrix. See my attemp to visualization after the fix. You can see the original coordinate was rotated 90' on Y axis of world coordinate.
Camera = [ 1 0 0 0;
0 1 0 0;
0 0 1 1;
0 0 0 1];
% Example usage
temp = Camera;
pose = rotate_homogeneous_matrix(temp, "Y", 90);
%% Let's see how transformation worked
figure;
p0 = Camera(1:3, end);
p1 = pose(1:3, end);
fig1 = plot3(p0(1), p0(2), p0(3), 'r*');
hold on;
plot3(p1(1), p1(2), p1(3), 'b*');
text(p0(1)+0.2, p0(2)+0.2, p0(3)+0.2,'original')
text(p1(1)+0.2, p1(2)+0.2, p1(3)+0.2,'transformed')
ax = gca;
quiverSize = max([range(ax.XLim) range(ax.YLim) range(ax.ZLim)])/5;
quiver3(p0(1), p0(2), p0(3), Camera(1, 1), Camera(2, 1), Camera(3, 1), quiverSize ,'SeriesIndex', 1, 'LineWidth',1.5);
quiver3(p0(1), p0(2), p0(3), Camera(1, 2), Camera(2, 2), Camera(3, 2), quiverSize ,'SeriesIndex', 2, 'LineWidth',1.5);
quiver3(p0(1), p0(2), p0(3), Camera(1, 3), Camera(2, 3), Camera(3, 3), quiverSize ,'SeriesIndex', 3, 'LineWidth',1.5);
quiver3(p1(1), p1(2), p1(3), pose(1, 1), pose(2, 1), pose(3, 1), quiverSize ,'SeriesIndex', 1, 'LineWidth',1.5);
quiver3(p1(1), p1(2), p1(3), pose(1, 2), pose(2, 2), pose(3, 2), quiverSize ,'SeriesIndex', 2, 'LineWidth',1.5);
quiver3(p1(1), p1(2), p1(3), pose(1, 3), pose(2, 3), pose(3, 3), quiverSize ,'SeriesIndex', 3, 'LineWidth',1.5);
% Adding axis and legend info
fig1.Parent.XLabel.String = "X";
fig1.Parent.YLabel.String = "Y";
fig1.Parent.ZLabel.String = "Z";
fig1.Parent.XLim = [min(min(p0,p1))-1 max(max(p0,p1))+1];
fig1.Parent.YLim = [min(min(p0,p1))-1 max(max(p0,p1))+1];
fig1.Parent.ZLim = [min(min(p0,p1))-1 max(max(p0,p1))+1];
view([26.7891, 25.8500])
hold off
grid on
legend(ax,{'','','X','Y','Z'})
function rotated_matrix = rotate_homogeneous_matrix(original_matrix, axis, angle_degrees)
% Ensure the matrix is 4x4
if size(original_matrix) ~= [4, 4]
error('Input matrix must be a 4x4 homogeneous matrix');
end
% Convert angle to radians
angle_radians = deg2rad(angle_degrees);
% Create a copy of the matrix to avoid modifying the original
rotated_matrix = original_matrix;
% Define rotation matrices based on the specified axis
if axis == 'X'
rotation_matrix = [
1, 0, 0, 0;
0, cos(angle_radians), -sin(angle_radians), 0;
0, sin(angle_radians), cos(angle_radians), 0;
0, 0, 0, 1
];
elseif axis == 'Y'
rotation_matrix = [
cos(angle_radians), 0, sin(angle_radians), 0;
0, 1, 0, 0;
-sin(angle_radians), 0, cos(angle_radians), 0;
0, 0, 0, 1
];
elseif axis == 'Z'
rotation_matrix = [
cos(angle_radians), -sin(angle_radians), 0, 0;
sin(angle_radians), cos(angle_radians), 0, 0;
0, 0, 1, 0;
0, 0, 0, 1
];
else
error('Invalid axis. Use ''X'', ''Y'', or ''Z''.');
end
% Apply rotation
% rotated_matrix = rotated_matrix * rotation_matrix; % original
rotated_matrix = rotation_matrix * rotated_matrix;
end
Weitere Antworten (0)
Siehe auch
Kategorien
Mehr zu Interactions, Camera Views, and Lighting finden Sie in Help Center und File Exchange
Community Treasure Hunt
Find the treasures in MATLAB Central and discover how the community can help you!
Start Hunting!