Graphics Reference
In-Depth Information
Fig. 10.7 Perspective view
of the unit cube
and as the x -axis of the display screen is in the opposite direction to that of the
frame, we have to switch the sign of the x -coordinates:
0
1
00 . 5 . 50011
2 2
0 . 50
0 . 50
10
.
2
2 1111
1 1
1
1 1111
The x - and y -coordinates are used in Fig. 10.7 to show the perspective view seen
from this translated, rotated frame.
10.6 Rotated Frames of Reference About Arbitrary Axes
In Chap. 9 we developed the following transform to rotate a point α about an arbi-
trary axis
n :
ˆ
a 2 K
+
cos α bK
c sin αacK
+
b sin α
2 K +
R α, n =
abK + c sin α
cos α
bcK a sin α
2 K
acK
b sin αbcK
+
a sin α
+
cos α
K
=
1
cos α
c k .
Therefore, there is nothing to stop us using the same transform to rotate a frame
n
ˆ
=
a i
+
b j
+
α
n , or its inverse R 1
α, ˆ
about
n . To compute the latter, we
simply transpose the matrix, or change the sign of α which implies reversing the
sign of the sine terms:
ˆ
to rotate a frame α about
ˆ
n
a 2 K
+
cos α bK
+
c sin αacK
b sin α
R 1
α,
.
2 K
n =
abK
c sin α
+
cos α
bcK
+
a sin α
(10.5)
ˆ
2 K +
acK + b sin α
bcK a sin α
cos α
Let's test ( 10.5 ) using the previous example where we rotated a frame 270° about
the y -axis, which makes α =
270°,
n
ˆ
=
j and K =
1:
001
010
R 1
270 ° , j =
100
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