Rotating a cube in Matlab, specifically rotating the points defining the cube's vertices, can be achieved by defining rotation angles, converting them to a rotation matrix, and then multiplying the matrix containing the cube's vertex coordinates by this rotation matrix.
Based on the provided reference, here's a step-by-step guide on how to perform this rotation using Euler angles and a Direction Cosine Matrix (DCM).
Understanding the Rotation Process
At its core, rotating a 3D object like a cube in Matlab involves transforming the coordinates of its vertices. A common method is to use matrix multiplication, where the vertex coordinates are represented as a matrix (let's call it P
), and the rotation is represented by a rotation matrix (often a DCM). Multiplying P
by the rotation matrix yields the new, rotated coordinates.
The provided reference demonstrates this using Euler angles (roll, pitch, yaw) which are first converted into a DCM.
Steps to Rotate a Cube (or its Vertices)
Follow these steps, referencing the provided code snippets:
Step 1: Define the Rotation Angles
You need to specify the desired rotation around each axis. The reference uses roll, pitch, and yaw angles.
roll = -0.3064;
pitch = -1.2258;
yaw = 9.8066;
- Roll: Rotation around the X-axis.
- Pitch: Rotation around the Y-axis.
- Yaw: Rotation around the Z-axis.
These angles are typically defined in radians in Matlab's aerospace functions, although degree versions (angle2dcm
) exist. The specific values provided are:
roll = -0.3064
pitch = -1.2258
yaw = 9.8066
Step 2: Convert Angles to a Direction Cosine Matrix (DCM)
A DCM is a 3x3 matrix that represents the rotation in 3D space. Matlab's angle2dcm
function converts Euler angles (yaw, pitch, roll, in that specific order for the default 'ZYX' rotation sequence) into a DCM.
dcm = angle2dcm(yaw, pitch, roll);
The dcm
variable will now hold the 3x3 rotation matrix corresponding to the specified yaw
, pitch
, and roll
values.
Step 3: Apply the Rotation to the Cube's Points
Assume you have a matrix P
where each row represents the [x, y, z]
coordinates of one vertex of the cube. To rotate these points, you multiply the matrix P
by the dcm
matrix.
P = P * dcm;
If P
is an nx3 matrix (where n is the number of vertices), the result P * dcm
will be a new nx3 matrix containing the coordinates of the rotated vertices. The original P
is overwritten with the rotated coordinates.
Note: This step assumes P
already contains the initial coordinates of the cube's vertices. A cube has 8 vertices. You would need to define these coordinates before this step.
Step 4: Plot the Rotated Cube
Once the points in P
have been rotated, you can plot them to visualize the rotated cube. If P
contains the vertex coordinates, you can use plot3
.
plot3(P(:,1), P(:,2), P(:,3)) % rotated cube.
This command plots the points in 3D space using the first column of P
for x-coordinates, the second for y-coordinates, and the third for z-coordinates. To make it look like a solid cube, you would typically also plot the edges connecting the vertices, or use functions like patch
or surf
with appropriate face definitions based on the vertex indices in P
. However, the provided reference only shows plotting the points.
Summary of Steps
Here is a summary of the core steps based on the reference:
- Define
roll
,pitch
,yaw
angles. - Calculate the
dcm
matrix usingangle2dcm(yaw, pitch, roll)
. - Multiply the matrix of cube points
P
bydcm
:P = P * dcm
. - Plot the resulting points:
plot3(P(:,1),P(:,2),P(:,3))
.
This method allows you to rotate any set of 3D points, making it suitable for rotating the vertices of a cube.