Pivot Point Rotation
Pivot point rotation, also known as arbitrary axis rotation, is a type of rotation transformation in computer graphics that allows us to rotate an object around an arbitrary point in 3D space, rather than just around the origin.
To perform a pivot point rotation, we first need to translate the object so that the pivot point is at the origin. We then perform a standard rotation around one of the coordinate axes, such as the x-axis, y-axis, or z-axis, depending on the desired orientation of the rotation axis. Finally, we translate the object back to its original position.
Here are the steps to perform a pivot point rotation about a point `P = (px, py, pz)` by an angle `theta` around an axis defined by a vector `V = (vx, vy, vz)`:
1. Translate the object so that the pivot point is at the origin:
```
T1 = [ 1 0 0 -px ]
[ 0 1 0 -py ]
[ 0 0 1 -pz ]
[ 0 0 0 1 ]
```
2. Compute a rotation matrix `R` that rotates around one of the coordinate axes, such as the x-axis, y-axis, or z-axis, depending on the desired orientation of the rotation axis. For example, if we want to rotate around the z-axis, we can use the following matrix:
```
Rz = [ cos(theta) -sin(theta) 0 0 ]
[ sin(theta) cos(theta) 0 0 ]
[ 0 0 1 0 ]
[ 0 0 0 1 ]
```
3. Compute a rotation matrix `R'` that rotates `V` onto the z-axis. This can be done using a combination of rotation and reflection transformations. The exact method depends on the orientation of `V`. One possible method is as follows:
```
d = sqrt(vx^2 + vy^2)
Rx = [ 1 0 0 0 ]
[ 0 vx/d -vy/d 0 ]
[ 0 vy/d vx/d 0 ]
[ 0 0 0 1 ]
Ry = [ dz/d 0 vx/d 0 ]
[ 0 1 0 0 ]
[ -vx/d 0 dz/d 0 ]
[ 0 0 0 1 ]
Rz = [ cos(phi) -sin(phi) 0 0 ]
[ sin(phi) cos(phi) 0 0 ]
[ 0 0 1 0 ]
[ 0 0 0 1 ]
Ry_inv = [ dz/d 0 -vx/d 0 ]
[ 0 1 0 0 ]
[ vx/d 0 dz/d 0 ]
[ 0 0 0 1 ]
Rx_inv = [ 1 0 0 0 ]
[ 0 vx/d vy/d 0 ]
[ 0 -vy/d vx/d 0 ]
[ 0 0 0 1 ]
R' = Ry_inv * Rx_inv * Rz * Rx * Ry
```
4. Combine the translation, rotation, and inverse
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