Starting with a 3D rotation matrix, how do I compute the Heading, Pitch, and Roll values that the various 3D symbols desire?
So, given a rotation matrix that looks like this:
[ M00, M01, M02 ]
[ M10, M11, M12 ]
[ M20, M21, M22 ]
And I'm trying to create a ConeMarkerSymbol.
First I tried this computation (source):
Heading = Math.Atan2(M10, M00) * (180 / Math.PI)
Pitch = Math.Atan2(-M20, Math.Sqrt(M21 * M21 + M22 * M22)) * (180 / Math.PI)
Roll = Math.Atan2(M21, M22) * (180 / Math.PI)
But that didn't yield the correct results. Then I tried this computation (source):
Heading = Math.Atan2(M20, M21) * (180 / Math.PI)
Pitch = Math.Acos(M22) * (180 / Math.PI)
Roll = -Math.Atan2(M02, M12) * (180 / Math.PI)
But that didn't get it either. What's the correct calculation?
Even More Details:
I'm doing all of my business logic using a state planar projection and then converting it to WGS84 to display it in a SceneView. The GraphicsLayer is using a SurfacePlacement of Absolute and I'm able to place all of the objects correctly, but getting them oriented properly is a challenge. I am able to render the objects in an DirectX window with the correct orientation, so I think the rotation matrix is correct,
I'm using C# and the .NET runtime SDK. Thanks in advance!