Thread: [Plib-users] Problem with rotations
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sjbaker
From: Ben W. <be...@ec...> - 2002-09-09 14:53:20
|
Hello Everybody I ran into a little problem, and I am unable to resolve it. Basically I a= m=20 just trying to rotate something around its axes. At different times. For = x=20 and z this works perfectly but for y it does not.=20 The model start with its feet on the origin and rotates around the x axes= , and=20 it does that but not completely. Once it flat (z =3D 0) then it jumps so = that=20 the x axes is now going though the middle of it, and its feet are on the = y=20 axes. It then completes half a rotation and jumps back and completes the=20 orignal rotation with is feet on the x axes. function rotate (float h, float p, float r) { sgMat4 moveMat; sgMat4 newMat; sgMat4 currentLocation; sgCoord newCoord; sgMakeRotMat4(moveMat,h,p,r); sgMakeCoordMat4(currentLocation, & this->location); sgMultMat4(newMat,moveMat, currentLocation); sgSetCoord ( &newCoord, newMat ) ; this->location.xyz[0] =3D newCoord.xyz[0]; this->location.xyz[1] =3D newCoord.xyz[1]; this->location.xyz[2] =3D newCoord.xyz[2]; this->location.hpr[0] =3D newCoord.hpr[0]; this->location.hpr[1] =3D newCoord.hpr[1]; this->location.hpr[2] =3D newCoord.hpr[2]; this->setTransform( & this->location ); } |
From: Ben W. <be...@ec...> - 2002-09-09 16:01:50
Attachments:
tux_example.cxx
|
Hello Everybody=20 I have moved the code into tux_example and removed the complexity and I h= ave=20 the same problem non the less.. Is there a bug releated to pitch.=20 Here is the file Ben |
From: Steve B. <sjb...@ai...> - 2002-09-09 23:57:03
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Ben Woodhead wrote: > I have moved the code into tux_example and removed the complexity and I have > the same problem non the less.. Is there a bug releated to pitch. Sounds like a classic case of gymbal lock to me. Recommended reading: http://www.sjbaker.org/steve/omniv/eulers_are_evil.html http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Ben W. <za...@ec...> - 2002-09-10 01:18:14
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I did read these articles but I will read them again. But I did use a matrix stack from the rotations and I am only rotating around 1 axe. If I change the code to just rotate around x it works, and if I change it to rotate around just z there is no problem, but just y causes some really weird results. Did you have a look at the code.. Thanks, Ben ----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Monday, September 09, 2002 8:55 PM Subject: Re: [Plib-users] Problem with rotations > Ben Woodhead wrote: > > > I have moved the code into tux_example and removed the complexity and I have > > the same problem non the less.. Is there a bug releated to pitch. > > Sounds like a classic case of gymbal lock to me. > > Recommended reading: > > http://www.sjbaker.org/steve/omniv/eulers_are_evil.html > http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html > > > ----------------------------- Steve Baker ------------------------------- > Mail : <sjb...@ai...> WorkMail: <sj...@li...> > URLs : http://www.sjbaker.org > http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net > http://prettypoly.sf.net http://freeglut.sf.net > http://toobular.sf.net http://lodestone.sf.net > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: OSDN - Tired of that same old > cell phone? Get a new here for FREE! > https://www.inphonic.com/r.asp?r=sourceforge1&refcode1=vs3390 > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Steve B. <sjb...@ai...> - 2002-09-10 02:53:05
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Ben Woodhead wrote: > I did read these articles but I will read them again. But I did use a matrix > stack from the rotations and I am only rotating around 1 axe. If I change > the code to just rotate around x it works, and if I change it to rotate > around just z there is no problem, but just y causes some really weird > results. Did you have a look at the code.. Sorry - no - I've been kinda busy. I've seen *thousands* of cases of objects rotating nicely around the Y axis - so I'm not inclined to suspect a bug in PLIB...but anything's possible. Just to be *sure*, I went into examples/src/ssg/tux/tux_example.cxx - and changed the line: sgSetCoord ( & tuxpos, 0.0f, 0.0f, 0.0f, frameno, 0.0f, 0.0f ) ; ...and switched 'frameno' from Heading (Rotation about Z) to Roll (Rotation about Y): sgSetCoord ( & tuxpos, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, frameno ) ; ...and tux leans to the right, gradually disappears under the pedestal and reappears on the left...exactly as I'd expect. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Ben W. <za...@ec...> - 2002-09-10 03:06:38
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Hello Steve.. Ya, I don't have a problem with that.. It seems to be sgMakeRotMat(mat, h,p,r) where pitch is set to something other then 0. Then I converted it back to sgCoord and used transform, although in my code, I also tried just using the matrix and it did the same thing. Try coping the file that I sent over tux_example.cxx and see that happens. If you go back to the code in the update_motion function and user the header or the role things work fine, but pitch causes problems. I will keep looking for the problem, but I can't find it, when I seperated into tux_example (so its not something in my applicaton) and it only happens with pitch (header and role are fine) then I don't know what else it could be. Ben ----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Monday, September 09, 2002 11:51 PM Subject: Re: [Plib-users] Problem with rotations > Ben Woodhead wrote: > > I did read these articles but I will read them again. But I did use a matrix > > stack from the rotations and I am only rotating around 1 axe. If I change > > the code to just rotate around x it works, and if I change it to rotate > > around just z there is no problem, but just y causes some really weird > > results. Did you have a look at the code.. > > Sorry - no - I've been kinda busy. I've seen *thousands* of cases of > objects rotating nicely around the Y axis - so I'm not inclined to suspect > a bug in PLIB...but anything's possible. > > Just to be *sure*, I went into examples/src/ssg/tux/tux_example.cxx - and > changed the line: > > sgSetCoord ( & tuxpos, 0.0f, 0.0f, 0.0f, frameno, 0.0f, 0.0f ) ; > > ...and switched 'frameno' from Heading (Rotation about Z) to Roll (Rotation about Y): > > sgSetCoord ( & tuxpos, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, frameno ) ; > > ...and tux leans to the right, gradually disappears under the pedestal and > reappears on the left...exactly as I'd expect. > > ----------------------------- Steve Baker ------------------------------- > Mail : <sjb...@ai...> WorkMail: <sj...@li...> > URLs : http://www.sjbaker.org > http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net > http://prettypoly.sf.net http://freeglut.sf.net > http://toobular.sf.net http://lodestone.sf.net > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: OSDN - Tired of that same old > cell phone? Get a new here for FREE! > https://www.inphonic.com/r.asp?r=sourceforge1&refcode1=vs3390 > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Ben W. <za...@ec...> - 2002-09-10 03:11:04
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Sorry Steve, its not role I was talking about its pitch (rotating around the x axes). Ben ----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Monday, September 09, 2002 11:51 PM Subject: Re: [Plib-users] Problem with rotations > Ben Woodhead wrote: > > I did read these articles but I will read them again. But I did use a matrix > > stack from the rotations and I am only rotating around 1 axe. If I change > > the code to just rotate around x it works, and if I change it to rotate > > around just z there is no problem, but just y causes some really weird > > results. Did you have a look at the code.. > > Sorry - no - I've been kinda busy. I've seen *thousands* of cases of > objects rotating nicely around the Y axis - so I'm not inclined to suspect > a bug in PLIB...but anything's possible. > > Just to be *sure*, I went into examples/src/ssg/tux/tux_example.cxx - and > changed the line: > > sgSetCoord ( & tuxpos, 0.0f, 0.0f, 0.0f, frameno, 0.0f, 0.0f ) ; > > ...and switched 'frameno' from Heading (Rotation about Z) to Roll (Rotation about Y): > > sgSetCoord ( & tuxpos, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, frameno ) ; > > ...and tux leans to the right, gradually disappears under the pedestal and > reappears on the left...exactly as I'd expect. > > ----------------------------- Steve Baker ------------------------------- > Mail : <sjb...@ai...> WorkMail: <sj...@li...> > URLs : http://www.sjbaker.org > http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net > http://prettypoly.sf.net http://freeglut.sf.net > http://toobular.sf.net http://lodestone.sf.net > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: OSDN - Tired of that same old > cell phone? Get a new here for FREE! > https://www.inphonic.com/r.asp?r=sourceforge1&refcode1=vs3390 > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Steve B. <sjb...@ai...> - 2002-09-10 04:48:43
|
Ben Woodhead wrote: > Ya, I don't have a problem with that.. It seems to be sgMakeRotMat(mat, > h,p,r) where pitch is set to something other then 0. Then I converted it > back to sgCoord and used transform... Could your confusion be this: * You take three angles (H,P,R) and convert them into a matrix M (using sgMakeRotMat...or whatever). * Then you convert M *BACK* into an sgCoord and extract (H',P',R'). Do you expect (or rely upon) H' == H, P' == P and R' == R ??? If so, then that's not right. There are an infinite number of values for H,P,R that all generate the exact same rotation matrix. Hence, when you convert a matrix *BACK* into three Euler angles, you don't get the same three angles back...although the three angles you get *DO* perform the same effective rotation as the three you put in. Hence, it's possible to say things like: H = 0 P = 180 R = 0 ...then convert to a matrix...convert back again and get back: H' = 180 P' = 0 R' = 180 ...totally different numbers - but having the same exact same effect. If that is your problem, then it's not something that we can fix - it's just the way math works. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Ben W. <za...@ec...> - 2002-09-10 11:16:49
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That is a good question, and I don't know the answer. But why would it work for header and role. h=1 p=0 r=0 this works fine and rotates around. same with h=0 p=0 r=1 it also works fine. Its just h=0 p=1 r=0 That causing the problem. And why would it jump to another axe and the come back. I did also try this with just a matrix, were I created the rotation matrix with sgMakeRot4, then muliply it by the location and running the transform without converting it back to euler, but I got the same result. The thing I find weird is that its only when it hits one axe that it jumps to anyother one. Anyway I don't know, I can't find the problem, and I have a test problem that does it, but I just don't understand why its doing it, so I can't really explain. Ben ----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Tuesday, September 10, 2002 1:47 AM Subject: Re: [Plib-users] Problem with rotations > > > Ben Woodhead wrote: > > > Ya, I don't have a problem with that.. It seems to be sgMakeRotMat(mat, > > h,p,r) where pitch is set to something other then 0. Then I converted it > > back to sgCoord and used transform... > > Could your confusion be this: > > * You take three angles (H,P,R) and convert them into a matrix M > (using sgMakeRotMat...or whatever). > > * Then you convert M *BACK* into an sgCoord and extract (H',P',R'). > > Do you expect (or rely upon) H' == H, P' == P and R' == R ??? > > If so, then that's not right. There are an infinite number of values > for H,P,R that all generate the exact same rotation matrix. Hence, when > you convert a matrix *BACK* into three Euler angles, you don't get the > same three angles back...although the three angles you get *DO* perform > the same effective rotation as the three you put in. > > Hence, it's possible to say things like: > > H = 0 > P = 180 > R = 0 > > ...then convert to a matrix...convert back again and get back: > > H' = 180 > P' = 0 > R' = 180 > > ...totally different numbers - but having the same exact same effect. > > If that is your problem, then it's not something that we can fix - it's > just the way math works. > > ----------------------------- Steve Baker ------------------------------- > Mail : <sjb...@ai...> WorkMail: <sj...@li...> > URLs : http://www.sjbaker.org > http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net > http://prettypoly.sf.net http://freeglut.sf.net > http://toobular.sf.net http://lodestone.sf.net > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: OSDN - Tired of that same old > cell phone? Get a new here for FREE! > https://www.inphonic.com/r.asp?r=sourceforge1&refcode1=vs3390 > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Ben W. <za...@ec...> - 2002-09-10 11:29:54
|
Ok, I see what you are talking about and it makes sence. But why would this only cause a problem with pitch. I know that is questionable to return back from a matrix, so I tried it just using the matrix and not returning it back and got the same results.. Ben ----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Tuesday, September 10, 2002 1:47 AM Subject: Re: [Plib-users] Problem with rotations > > > Ben Woodhead wrote: > > > Ya, I don't have a problem with that.. It seems to be sgMakeRotMat(mat, > > h,p,r) where pitch is set to something other then 0. Then I converted it > > back to sgCoord and used transform... > > Could your confusion be this: > > * You take three angles (H,P,R) and convert them into a matrix M > (using sgMakeRotMat...or whatever). > > * Then you convert M *BACK* into an sgCoord and extract (H',P',R'). > > Do you expect (or rely upon) H' == H, P' == P and R' == R ??? > > If so, then that's not right. There are an infinite number of values > for H,P,R that all generate the exact same rotation matrix. Hence, when > you convert a matrix *BACK* into three Euler angles, you don't get the > same three angles back...although the three angles you get *DO* perform > the same effective rotation as the three you put in. > > Hence, it's possible to say things like: > > H = 0 > P = 180 > R = 0 > > ...then convert to a matrix...convert back again and get back: > > H' = 180 > P' = 0 > R' = 180 > > ...totally different numbers - but having the same exact same effect. > > If that is your problem, then it's not something that we can fix - it's > just the way math works. > > ----------------------------- Steve Baker ------------------------------- > Mail : <sjb...@ai...> WorkMail: <sj...@li...> > URLs : http://www.sjbaker.org > http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net > http://prettypoly.sf.net http://freeglut.sf.net > http://toobular.sf.net http://lodestone.sf.net > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: OSDN - Tired of that same old > cell phone? Get a new here for FREE! > https://www.inphonic.com/r.asp?r=sourceforge1&refcode1=vs3390 > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Ben W. <be...@ec...> - 2002-09-10 12:56:32
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Ok, sorry my fault, it really was converting it back and forth between eu= ler=20 and matrix. If I keep the matrix the hole time you just see a quick jump = to a=20 different axe and then back. But this still does not explain why only pit= ch=20 does this.=20 It seems to be only when pitch hits either 0 or 180 (and no others do thi= s).=20 It will rotate with its feet around the x axes, but when x hits 0 or 180,= it=20 roles so that its feet are on the y axes rotated 90 degrees. If that make= s=20 any sence.=20 Thanks for your help, has anybody actually tried the code. Ben |
From: Ben W. <be...@ec...> - 2002-09-10 13:49:35
|
Wow, I had no idea the results returning from a matrix were that like tha= t.. I=20 understood what you meant, when you said h <> h, and so on. But I didn't=20 realise just how off they would actually be.. Anyway back to the point, I= was=20 wrong about the 0 and 180, its at 90 degrees that cause the problem. Here= is=20 the header, pitch and role from the 3 different rotations. Take a close l= ook=20 at the pitch. Header Header: 88.999992, Pitch: 0.000000, Role: -0.000000 Header: 89.999992, Pitch: 0.000000, Role: -0.000000 Header: 90.999992, Pitch: 0.000000, Role: -0.000000 Pitch Header: -0.000000, Pitch: 88.002075, Role: -0.000000 Header: -0.000000, Pitch: 89.004166, Role: -0.000000 Header: 0.000000, Pitch: 90.000000, Role: 90.000000 Role Header: -0.000000, Pitch: 0.000000, Role: 88.999992 Header: -0.000000, Pitch: 0.000000, Role: 89.999992 Header: -0.000000, Pitch: 0.000000, Role: 90.999992 As you can see in pitch when it hits 90 on pitch, role also goes to 90. T= he=20 one thing that I just noticed is that non of the other rotations get to=20 exactly 90.0.=20 Any ideas, thanks for all your help steve. Ben |
From: Steve B. <sjb...@ai...> - 2002-09-11 02:54:30
|
Ben Woodhead wrote: > Wow, I had no idea the results returning from a matrix were that like that.. I > understood what you meant, when you said h <> h, and so on. But I didn't > realise just how off they would actually be. Yes - well, it's a mathematical fact. There are an infinite number of ways to represent an arbitary rotation matrix in terms of Euler angles - and the code has no way to know which one you wanted - so it just picks one. It's hard to know what else we could do. > Anyway back to the point, I was > wrong about the 0 and 180, its at 90 degrees that cause the problem. Here is > the header, pitch and role from the 3 different rotations. Take a close look > at the pitch. (BTW: The word is "Roll" - not "Role" and "Heading" - not "Header") > Pitch > Header: -0.000000, Pitch: 88.002075, Role: -0.000000 > Header: -0.000000, Pitch: 89.004166, Role: -0.000000 > Header: 0.000000, Pitch: 90.000000, Role: 90.000000 Eh? Are you sure the heading was zero? I'd expect it to be -90 or something. But anyway - this *is* classic 'Gymbal Lock'. As Norman suggested, you can visualise it in these terms: "A hunter walks South one mile from his tent, then he is chased due East for one mile by a ferocious Bear. Having escaped, he walks North for one mile and finds himself back at his tent. What colour was the Bear?" (White!) > As you can see in pitch when it hits 90 on pitch, role also goes to 90. The > one thing that I just noticed is that non of the other rotations get to > exactly 90.0. It's not so much that Roll or Pitch is special, it actually comes about that way because of the order of rotational operations. The bottom line is that Mat-to-Coord is working OK - it's just that you have to understand it's limitations. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Curtis L. O. <cu...@me...> - 2002-09-11 03:02:51
|
Steve Baker writes: > "A hunter walks South one mile from his tent, then > he is chased due East for one mile by a ferocious Bear. > Having escaped, he walks North for one mile and finds > himself back at his tent. What colour was the Bear?" Is this based on magnetic heading or true heading? > (White!) Extra credit: What colo[u]r were his pants. Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Norman V. <nh...@ca...> - 2002-09-11 03:12:50
|
Curtis L. Olson > Steve Baker writes: > > "A hunter walks South one mile from his tent, then > > he is chased due East for one mile by a ferocious Bear. > > Having escaped, he walks North for one mile and finds > > himself back at his tent. What colour was the Bear?" > > Is this based on magnetic heading or true heading? > > > (White!) > > Extra credit: What colo[u]r were his pants. Same colo[u]r as the Bear ! need-open-water-nearby-to-bath-in'ly yr's Norman |
From: Ben W. <za...@ec...> - 2002-09-11 10:12:49
|
----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Tuesday, September 10, 2002 11:46 PM Subject: Re: [Plib-users] Problem with rotations results > Ben Woodhead wrote: > > > Wow, I had no idea the results returning from a matrix were that like that.. I > > understood what you meant, when you said h <> h, and so on. But I didn't > > realise just how off they would actually be. > > Yes - well, it's a mathematical fact. There are an infinite number of ways > to represent an arbitary rotation matrix in terms of Euler angles - and the > code has no way to know which one you wanted - so it just picks one. > > It's hard to know what else we could do. > > > Anyway back to the point, I was > > wrong about the 0 and 180, its at 90 degrees that cause the problem. Here is > > the header, pitch and role from the 3 different rotations. Take a close look > > at the pitch. > > (BTW: The word is "Roll" - not "Role" and "Heading" - not "Header") > > > Pitch > > Header: -0.000000, Pitch: 88.002075, Role: -0.000000 > > Header: -0.000000, Pitch: 89.004166, Role: -0.000000 > > Header: 0.000000, Pitch: 90.000000, Role: 90.000000 > > Eh? Are you sure the heading was zero? I'd expect it to > be -90 or something. No, that was actually the log from the program running, that I copied into here.. That was what was causing me the greef. > But anyway - this *is* classic 'Gymbal Lock'. Ah, I always thought gymbal lock was only when rotating around all 3 axes at the same time. > As Norman suggested, you can visualise it in these > terms: > > "A hunter walks South one mile from his tent, then > he is chased due East for one mile by a ferocious Bear. > Having escaped, he walks North for one mile and finds > himself back at his tent. What colour was the Bear?" > > (White!) What? I don't get it.. > > As you can see in pitch when it hits 90 on pitch, role also goes to 90. The > > one thing that I just noticed is that non of the other rotations get to > > exactly 90.0. > > It's not so much that Roll or Pitch is special, it actually comes > about that way because of the order of rotational operations. > > The bottom line is that Mat-to-Coord is working OK - it's just > that you have to understand it's limitations. Well, thanks everybody.. I rewrote all the code to have not use coord and everything is good.. Thanks Ben > ----------------------------- Steve Baker ------------------------------- > Mail : <sjb...@ai...> WorkMail: <sj...@li...> > URLs : http://www.sjbaker.org > http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net > http://prettypoly.sf.net http://freeglut.sf.net > http://toobular.sf.net http://lodestone.sf.net > > > > > > ------------------------------------------------------- > In remembrance > www.osdn.com/911/ > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Norman V. <nh...@ca...> - 2002-09-11 11:18:50
|
Ben Woodhead writes: >Steve Baker writes > > But anyway - this *is* classic 'Gymbal Lock'. > > Ah, I always thought gymbal lock was only when rotating around all 3 axes at > the same time. > > > As Norman suggested, you can visualise it in these > > terms: > > > > "A hunter walks South one mile from his tent, then > > he is chased due East for one mile by a ferocious Bear. > > Having escaped, he walks North for one mile and finds > > himself back at his tent. What colour was the Bear?" > > > > (White!) > > What? I don't get it.. Going back to my original question: "When EXACTLY at the North Pole how may directions can you move" Answer: Only one, the only direction from the North Pole is SOUTH Norman |
From: Steve B. <sjb...@ai...> - 2002-09-11 11:58:11
|
Norman Vine wrote: > Going back to my original question: > "When EXACTLY at the North Pole how may directions can you move" > > Answer: > Only one, the only direction from the North Pole is SOUTH Yep - if you are a zero-sized person. Otherwise, you get the interesting experience of your nose heading south at the same instant as your backside heading north and one arm going east while the other goes west...although after you've taken just one step, everything is more or less sorted out and heading more or less South! ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Norman V. <nh...@ca...> - 2002-09-11 12:19:13
|
Steve Baker writes: > Norman Vine wrote: > > > Going back to my original question: > > "When EXACTLY at the North Pole how may directions can you move" > > > > Answer: > > Only one, the only direction from the North Pole is SOUTH > > Yep - if you are a zero-sized person. Almost :-) < see sig > > Otherwise, you get the > interesting experience of your nose heading south at the same instant > as your backside heading north and one arm going east while the other > goes west...although after you've taken just one step, everything > is more or less sorted out and heading more or less South! Yep, and you have just 'nicely' described why the 'kludge' of offseting the pole position a 'smidge' works :-) how-small-is-epsilon-anyway'ly yr's Norman |
From: Ben W. <be...@ec...> - 2002-09-11 12:00:01
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On September 11, 2002 08:19 am, Norman Vine wrote: > Ben Woodhead writes: > >Steve Baker writes > > > > > But anyway - this *is* classic 'Gymbal Lock'. > > > > Ah, I always thought gymbal lock was only when rotating around all 3 = axes > > at > > > the same time. > > > > > As Norman suggested, you can visualise it in these > > > terms: > > > > > > "A hunter walks South one mile from his tent, then > > > he is chased due East for one mile by a ferocious Bear. > > > Having escaped, he walks North for one mile and finds > > > himself back at his tent. What colour was the Bear?" > > > > > > (White!) > > > > What? I don't get it.. > > Going back to my original question: > "When EXACTLY at the North Pole how may directions can you move" > > Answer: > Only one, the only direction from the North Pole is SOUTH > > Norman > Hahaha, thats good, I like that.. I just want to let you all know that yo= u=20 guys are crazy.. joking.. :) Ben > > > > ------------------------------------------------------- > In remembrance > www.osdn.com/911/ > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users |
From: Norman V. <nh...@ca...> - 2002-09-10 13:58:23
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Ben Woodhead writes: > Ok, sorry my fault, it really was converting it back and forth between euler > and matrix. If I keep the matrix the hole time you just see a quick jump to a > different axe and then back. But this still does not explain why only pitch > does this. > > It seems to be only when pitch hits either 0 or 180 (and no others do this). > It will rotate with its feet around the x axes, but when x hits 0 or 180, it > roles so that its feet are on the y axes rotated 90 degrees. If that makes > any sence. Ben Another way to think about this is What direction(s) can you walk in if you are EXACTLY at one of the Poles ? < not exacly the same problem but very close > Norman |
From: Christian M. <ma...@Ch...> - 2002-09-11 11:04:05
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"Curtis L. Olson" wrote: > > Steve Baker writes: > > "A hunter walks South one mile from his tent, then > > he is chased due East for one mile by a ferocious Bear. > > Having escaped, he walks North for one mile and finds > > himself back at his tent. What colour was the Bear?" > > Is this based on magnetic heading or true heading? Doesn't matter for the question (as long as you are allways refering to the same type of heading). It only changes the absolute position of the tent. But as everybody around here wants a house/flat with a south side front I should build a house on the same spot where the tent was. Then I can get rich as all sides re facing south! CU, Christian -- The idea is to die young as late as possible. -- Ashley Montague |
From: David M. <da...@me...> - 2002-09-11 11:46:23
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Christian Mayer writes: > > Is this based on magnetic heading or true heading? > > Doesn't matter for the question (as long as you are allways refering to > the same type of heading). It only changes the absolute position of the > tent. Sure it does. You might find a polar bear at the magnetic pole, but I don't know if it's as likely at the true pole. All the best, David -- David Megginson, da...@me..., http://www.megginson.com/ |
From: Curtis L. O. <cu...@me...> - 2002-09-11 12:39:46
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David Megginson writes: > Christian Mayer writes: > > > > Is this based on magnetic heading or true heading? > > > > Doesn't matter for the question (as long as you are allways refering to > > the same type of heading). It only changes the absolute position of the > > tent. > > Sure it does. You might find a polar bear at the magnetic pole, but I > don't know if it's as likely at the true pole. Right, unless one of them is working for Santa, but in that case he wouldn't be mean and nasty and wouldn't be chasing defensless hunters around. Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |