Cynthia Vaskis

SLM521 Spring 2004

Dropin #2 Assignment

4/2/04

File: matrotP1.htm

 

Lesson Title:  Math Calculations to Rotate an Object in 3D Space – Rotation matrix about the Y axis

 

The previous exercise in rotating the object’s Point vectors about the X axis by +/-180 degrees produced the new vectors Point 1 = (1, -1, -1), new Point 2 = (2, -2, -2), and new Point 3 = (1, -1, -2).

 

To rotate an object about its Y axis the amount of angle beta, notice that the one (1) in the second row and second column indicates that the rotation does not change the Y values in the object’s definition.  The positive rotation direction is clockwise as you look down the coordinate axis vector that you are going to rotate around toward the origin of the coordinate system.

 

cos(beta)    0      -sin(beta)

 

 

   0              1              0

 

 

sin(beta)     0      cos(beta)

 

Ry(beta) =

 
 

 

 

 

 

 

 

 

 

 

 

 

 


To rotate an object about just one of its axes at a time is done by multiplying the associated rotational matrix with each of the object’s definition vectors to obtain new definition vectors that are in the rotated position.

The rotational matrices use the trigonometry functions of sine and cosine of the rotational angle.  To understand how we calculate values for the sine and cosine we must look at the unit circle with the sine and cosine values for several angles around the circle.  Of course, you could use any angle amount between -180 degrees and + 180 degrees but the value would have to be looked up in a trigonometry table.  For simplicity, the examples use angles that produce well know whole number (integer) sine and cosine values such as -1, 0 and +1.

 

 

To multiply a matrix times a vector you first write the matrix down and then write the vector in a vertical position to the right of the matrix.

 

For our example we will use the angle beta = +90 degrees, Thus, the cosine of +90 = 0 and the sine +90 degrees = 1.

The rotational matrix for a rotation about the Y axis of +90 degrees is below.  Use the new Point vectors mentioned above.

 

Look here for basic matrix multiplication operations.

 

The rotational matrix for a +90 degree rotation about the Y axis is below.  Use it to rotate the object’s Points (or vectors) about the Y axis by +90 degrees.  If you want to continue the overall X, Y, Z full rotation then use the resulting Point vectors from the X rotations above instead of the original vectors.

(0*1)  +  (0*(-1))  +  (-1)*(-1)

 

 

(0*1)  +  (1*(-1))  +   (0*(-1))

 

 

(1*1)  +  (0*(-1))  +  (0*(-1))

 

 

 

 1

 

 

-1

 

 

 1

 

=

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Exercise:

 

Finish the rotations by multiplying the Y axis rotational matrix above with the second and third Point vectors from the X axis rotations (listed at the top of this page).

Use the graph paper to draw the new Points vectors to find out where the triangle has moved.

 

The latest Point 1 = (1, -1, 1).  Find the new Point 2 and Point 3 vectors after the Y axis rotation.  Remember the resulting vectors so that you can use them in the Yaw rotations in the next exercise on the top lesson page.

 

Hint – Points after Y axis rotation using the Point vectors from the X axis rotations mentioned above.