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I have a 4x4 matrix within JS called world to obj. This matrix I assume from context must be the camera transformations matrix and thus I am trying to extract the rotation from it in radians on x y and z axis.

I have no clue where to start and have tried many things

for context this below image it the camera transformations with no rotation

enter image description here

This second one is with rotation of 1 radian is applied to each axis. it is important to note that this camera is orbiting as well in this example

enter image description here

c.hum
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  • In case it's worth mentioning, it appears as though all the fields have been alphabetically organized. This is almost certainly a distraction at the very least. The first matrix appears to be an identity matrix, albeit with the wx, wy & wz components holding the translation vector. I mean, everything's zero or one with the exception of the w vector. ;) (neglecting FP rounding errors of course, which give you the tiny little non-zero numbers) – enhzflep Dec 01 '21 at 02:34
  • This thread might help: https://math.stackexchange.com/questions/237369/given-this-transformation-matrix-how-do-i-decompose-it-into-translation-rotati/3554913 – enhzflep Dec 01 '21 at 02:35

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