3d rotations .. trouble with getting the math right :o

just a little while ago, with this almost completely typed out, I found a blender tutorial, here:
http://luma.co.za/labs/
which works well enough, and I was able to mod it to use a custom vector for direction (quickly tested), but I really would like to do it without the extra empty that one has to parent to the camera, but if it solves the issues, then I am willing to call it good enough. But a bigger problem was that I am not sure how to get the rotation matrix to apply without the “setOrientation” class outside of the game engine :o

= = = = = =
So, onto what I had originally come here for.
This all started in regards to this thread:
http://blenderartists.org/forum/showthread.php?t=86971
basically, the camera or any other object seems to flip at certain points which I would like to get around. It seems to stem from the inability to define an “up” for the 'track to constraint. :mad:

I have worked on some code, but I have gotten a little confused with the 3d math … I have been reading about how this is done, using this problem as a learning experience; eg
http://www.gamedev.net/reference/articles/article695.asp

I ended up making a sketch to organize my thoughts,and prettied it up for you all …
http://img147.imageshack.us/img147/3954/3drotationspa3tk8.jpg

red = points/locations
orange = vectors (where a vector from pointA to pointB => AB (with vector symbol thingy over it)
puple = vectors, which are axis for the camera

basically, I think I have enough info to solve the problem, but it just isn’t coming out and I don’t know what results to expect in intermediate steps to be able to really debug it.

here is a snipet of my code, cleaned up and with some added comments:


#S0 = 0,0,0 = origin
# Ct, P1, S1  locations (x, y, z) are given which gives the vectors:
# vecS0_Ct
# vecS0_P1
# vecS0_S1

vecS1_Ct = vecS0_S1 - vecS0_Ct
vecS1_P1 = vecS0_S1 - vecS0_P1

vecP1_Ct =  vecS1_P1 - vecS1_Ct

vecSP      = CrossVecs( vecS1_P1.normalize(), vecP1_Ct..normalize() )
vecThrd = CrossVecs( vecSp.normalize(), vecP1_Ct.normalize() )

C = -vecP1_Ct 
B = vecSP
A = vecThrd

matCam= Mathutils.Matrix(    
    [ A[0], B[0],  C[0], 0 ]
    [ A[1], B[1],  C[1], 0 ]
    [ A[2], B[2],  C[2], 0 ]
    [ 0    0   0    1  ])
rotCam = matCam.toEuler()

What I am doing is taking the given points which allows me to find some vectors, wherby the direction between P1 and Ct will define the -z axis, and the normal of the plane (light blue) will define the x, the y being the cross product of the two. As I understand, with those vectors, I can create the rotation matrix and then finally I am able to get the eulers for the camera.

Unfortunately, it doesn’t work. I know I must be doing some things quite wrong because the results are seemingly random. :o since Ct and be the same as S1, I know I need to make some changes to allow for this, but at the moment that seems minor compared to getting the math to come out.

bump in hope for a little help.

looked at ao2’s vector expoeter? it has some usefull classes.

I did a search for the user and came up basically empty… searching for ‘vector exporter’ ended up with a whole bunch of stuff that I am going through now… if there was something specific you were meaning, I would appreciate if you could post a link. thanks

google
ao2 vector exporter
http://shell.studenti.unina.it/~ospite/vrm/
from memory the classes are well commented.

Have you looked to see if the mathutils module has help for you:

http://www.blender.org/documentation/242PythonDoc/Mathutils-module.html#RotationMatrix

If you know the angle of rotation you can compute a rotation matrix with an arbitrary axis. Use ‘r’ for the axis flag and input the vector (prob p->ct or w/e) as the axis of rotation.

(i have no idea what your really trying to do, but i thought i’d throw it out there)