前天,杨老师出了一问题,将一3D立方体投影到2D平面上, 知道2D平面上所有点的坐标,能否恢复出3D立方体点的坐标
我的答案是:需要给定3D立方体中某一连长的长度才行
推导过程如下:
c++源码如下:
#include "AntTweakBar.h"
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <iostream>
#include <Eigen/Dense>
#include <Windows.h>
#if defined(_WIN32) || defined(_WIN64)
// MiniGLUT.h is provided to avoid the need of having GLUT installed to
// recompile this example. Do not use it in your own programs, better
// install and use the actual GLUT library SDK.
//# define USE_MINI_GLUT
#endif
#if defined(USE_MINI_GLUT)
# include "MiniGLUT.h"
#elif defined(_MACOSX)
# include <GLUT/glut.h>
#else
# include <GL/glut.h>
#endif
#include "GLM.h"
#include "glm\glm.hpp"
#include "glm\gtc\matrix_transform.hpp"
#include "glm\gtc\type_ptr.hpp"
// This example displays one of the following shapes
// Shapes scale
float g_Zoom = 1.0f;
// Shape orientation (stored as a quaternion)
float g_Rotation[] = { 0.0f, 0.0f, 0.0f, 1.0f };
// Auto rotate
int g_AutoRotate = 0;
int g_RotateTime = 0;
float g_RotateStart[] = { 0.0f, 0.0f, 0.0f, 1.0f };
// Shapes material
float g_MatAmbient[] = { 0.5f, 0.0f, 0.0f, 1.0f };
float g_MatDiffuse[] = { 1.0f, 1.0f, 0.0f, 1.0f };
// Light parameter
float g_LightMultiplier = 1.0f;
float g_LightDirection[] = { -0.57735f, -0.57735f, -0.57735f };
// Axis parameter
float g_AxisDirection[] = {0.0f, 1.0f, 0.0f};
float g_cameraAngleX = 0.0f, g_cameraAngleY = 0.0f;
float g_mouseX = 0.0f, g_mouseY = 0.0f;
bool g_mouseLeftDown = false;
float g_screenWidth=1024;
float g_screenHeight=768;
glm::mat4 g_projection=glm::mat4(1);
glm::mat4 g_modelview=glm::mat4(1);
glm::mat4 g_world=glm::mat4(1);
glm::mat4 g_view=glm::mat4(1);
glm::mat4 g_mvp=glm::mat4(1);
glm::mat4 Rx = glm::mat4(1);
//float g_lastAngle = 0.0f;
float g_accuAngle = 0.0f;
float g_currentlyRotatedAngle = 0.0f;
Eigen::Matrix<float, 3, 24> g_3DCuboidPositionOriginal;
Eigen::Matrix<float, 3, 24> g_3DCuboidPositionCurrent;
// Routine to set a quaternion from a rotation axis and angle
// ( input axis = float[3] angle = float output: quat = float[4] )
void SetQuaternionFromAxisAngle(const float *axis, float angle, float *quat)
{
float sina2, norm;
sina2 = (float)sin(0.5f * angle);
norm = (float)sqrt(axis[0]*axis[0] + axis[1]*axis[1] + axis[2]*axis[2]);
quat[0] = sina2 * axis[0] / norm;
quat[1] = sina2 * axis[1] / norm;
quat[2] = sina2 * axis[2] / norm;
quat[3] = (float)cos(0.5f * angle);
}
// Routine to convert a quaternion to a 4x4 matrix
// ( input: quat = float[4] output: mat = float[4*4] )
void ConvertQuaternionToMatrix(const float *quat, float *mat)
{
float yy2 = 2.0f * quat[1] * quat[1];
float xy2 = 2.0f * quat[0] * quat[1];
float xz2 = 2.0f * quat[0] * quat[2];
float yz2 = 2.0f * quat[1] * quat[2];
float zz2 = 2.0f * quat[2] * quat[2];
float wz2 = 2.0f * quat[3] * quat[2];
float wy2 = 2.0f * quat[3] * quat[1];
float wx2 = 2.0f * quat[3] * quat[0];
float xx2 = 2.0f * quat[0] * quat[0];
mat[0*4+0] = - yy2 - zz2 + 1.0f;
mat[0*4+1] = xy2 + wz2;
mat[0*4+2] = xz2 - wy2;
mat[0*4+3] = 0;
mat[1*4+0] = xy2 - wz2;
mat[1*4+1] = - xx2 - zz2 + 1.0f;
mat[1*4+2] = yz2 + wx2;
mat[1*4+3] = 0;
mat[2*4+0] = xz2 + wy2;
mat[2*4+1] = yz2 - wx2;
mat[2*4+2] = - xx2 - yy2 + 1.0f;
mat[2*4+3] = 0;
mat[3*4+0] = mat[3*4+1] = mat[3*4+2] = 0;
mat[3*4+3] = 1;
}
// Routine to multiply 2 quaternions (ie, compose rotations)
// ( input q1 = float[4] q2 = float[4] output: qout = float[4] )
void MultiplyQuaternions(const float *q1, const float *q2, float *qout)
{
float qr[4];
qr[0] = q1[3]*q2[0] + q1[0]*q2[3] + q1[1]*q2[2] - q1[2]*q2[1];
qr[1] = q1[3]*q2[1] + q1[1]*q2[3] + q1[2]*q2[0] - q1[0]*q2[2];
qr[2] = q1[3]*q2[2] + q1[2]*q2[3] + q1[0]*q2[1] - q1[1]*q2[0];
qr[3] = q1[3]*q2[3] - (q1[0]*q2[0] + q1[1]*q2[1] + q1[2]*q2[2]);
qout[0] = qr[0]; qout[1] = qr[1]; qout[2] = qr[2]; qout[3] = qr[3];
}
// Return elapsed time in milliseconds
int GetTimeMs()
{
#if !defined(_WIN32)
return glutGet(GLUT_ELAPSED_TIME);
#else
// glutGet(GLUT_ELAPSED_TIME) seems buggy on Windows
return (int)GetTickCount();
#endif
}
void Update3DCuboidPosition(float *mat)
{
Eigen::Map<Eigen::Matrix<float, 4, 4>> mapMatrix(mat);
//std::cout << mapMatrix << std::endl;
g_3DCuboidPositionCurrent = mapMatrix.block<3,3>(0,0) * g_3DCuboidPositionOriginal;
//std::cout << g_3DCuboidPositionCurrent << std::endl;
}
void Draw2DCuboid()
{
glBegin(GL_LINES);
for(int i = 1; i < g_3DCuboidPositionCurrent.cols(); ++i)
{
if( i % 4 != 0)
{
glVertex3f(g_3DCuboidPositionCurrent.col(i - 1)(0), g_3DCuboidPositionCurrent.col(i - 1)(1), -10);
glVertex3f(g_3DCuboidPositionCurrent.col(i)(0), g_3DCuboidPositionCurrent.col(i)(1), -10);
}
else
{
glVertex3f(g_3DCuboidPositionCurrent.col(i - 4)(0), g_3DCuboidPositionCurrent.col(i - 4)(1), -10);
glVertex3f(g_3DCuboidPositionCurrent.col(i - 1)(0), g_3DCuboidPositionCurrent.col(i - 1)(1), -10);
}
}
glEnd();
}
void Output3DCuboidPosition()
{
int order[8] = {0, 1, 2, 3, 4, 7, 6, 5};
for(int i = 0; i < 8; ++i)
{
std::cout << char( 'A' + order[i]) << "(3D) : " << g_3DCuboidPositionCurrent.col(i).transpose() << std::endl;
}
}
void Output2DCuboidPosition()
{
int order[8] = {0, 1, 2, 3, 4, 7, 6, 5};
for(int i = 0; i < 8; ++i)
{
std::cout << char( 'A' + order[i]) << "(2D) : " << g_3DCuboidPositionCurrent.col(i).head(2).transpose() << std::endl;
}
}
void Draw3DCuboid()
{
glBegin(GL_QUADS);
for(int i = 0; i < g_3DCuboidPositionCurrent.cols(); ++i)
{
if( i % 4 == 0)
{
Eigen::Vector3f vec1 = g_3DCuboidPositionCurrent.col(i) - g_3DCuboidPositionCurrent.col(i + 1);
Eigen::Vector3f vec2 = g_3DCuboidPositionCurrent.col(i + 2) - g_3DCuboidPositionCurrent.col(i + 1);
Eigen::Vector3f nor = vec2.cross(vec1);
glNormal3f(nor(0), nor(1), nor(2));
}
glVertex3f(g_3DCuboidPositionCurrent.col(i)(0), g_3DCuboidPositionCurrent.col(i)(1), g_3DCuboidPositionCurrent.col(i)(2));
}
glEnd();
}
void DrawLines()
{
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
glColor3f(1.0f, 0.0f, 0.0f);
for(int i = 0; i < g_3DCuboidPositionCurrent.cols(); ++i)
{
glVertex3f(g_3DCuboidPositionCurrent.col(i)(0), g_3DCuboidPositionCurrent.col(i)(1), g_3DCuboidPositionCurrent.col(i)(2));
glVertex3f(g_3DCuboidPositionCurrent.col(i)(0), g_3DCuboidPositionCurrent.col(i)(1), -10);
}
glColor3f(1.0f, 1.0f, 1.0f);
glEnd();
glEnable(GL_LIGHTING);
}
void SetMatrix();
// Callback function called by GLUT to render screen
void Display(void)
{
float v[4]; // will be used to set light parameters
float mat[4*4]; // rotation matrix
// Clear frame buffer
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_NORMALIZE);
// Set light
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
v[0] = v[1] = v[2] = g_LightMultiplier*0.4f; v[3] = 1.0f;
glLightfv(GL_LIGHT0, GL_AMBIENT, v);
v[0] = v[1] = v[2] = g_LightMultiplier*0.8f; v[3] = 1.0f;
glLightfv(GL_LIGHT0, GL_DIFFUSE, v);
v[0] = -g_LightDirection[0]; v[1] = -g_LightDirection[1]; v[2] = -g_LightDirection[2]; v[3] = 0.0f;
glLightfv(GL_LIGHT0, GL_POSITION, v);
// Set material
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, g_MatAmbient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, g_MatDiffuse);
// Set matrix
SetMatrix();
// Rotate and draw shape
glPushMatrix();
//glTranslatef(0.5f, -0.3f, 0.0f);
if( g_AutoRotate )
{
// float axis[3] = { 0, 1, 0 };
g_currentlyRotatedAngle = (float)(GetTimeMs()-g_RotateTime)/1000.0f;
// float quat[4];
// SetQuaternionFromAxisAngle(axis, angle, quat);
// MultiplyQuaternions(g_RotateStart, quat, g_Rotation);
Rx = glm::rotate(glm::mat4(1.0f), g_accuAngle + g_currentlyRotatedAngle, glm::make_vec3(g_AxisDirection));
}
else
{
Rx = glm::rotate(glm::mat4(1.0f), g_accuAngle, glm::make_vec3(g_AxisDirection));
}
Update3DCuboidPosition((float*)glm::value_ptr(Rx));
//glMultMatrixf(mat);
//glScalef(g_Zoom, g_Zoom, g_Zoom);
Draw3DCuboid();
if( g_AutoRotate )
Output3DCuboidPosition();
DrawLines();
Draw2DCuboid();
if( g_AutoRotate )
Output2DCuboidPosition();
//glCallList(1);
glPopMatrix();
glDisable(GL_LIGHTING);
glCallList(2);
glEnable(GL_LIGHTING);
// Draw tweak bars
TwDraw();
// Present frame buffer
glutSwapBuffers();
// Recall Display at next frame
glutPostRedisplay();
}
void TransToArray(GLdouble* trans,glm::mat4 mat) //GLM->GL
{
for(int i=0;i<4;i++)
for(int j=0;j<4;j++)
{
int index=i*4+j;
float temp=mat[i][j];
trans[index]=mat[i][j];
}
}
void SetMatrix()
{
g_projection = glm::perspective(45.0f, (float)g_screenWidth / g_screenHeight, 0.1f, 50.0f);
//m_view=glm::lookAt(g_camerapos,g_camerapos+glm::vec3(0,0,-1),glm::vec3(0,1,0));
glm::mat4 T = glm::translate(glm::mat4(1.0f),glm::vec3(0, 0, g_Zoom - 10));
glm::mat4 Rx = glm::rotate(T, g_cameraAngleX, glm::vec3(1.0f, 0.0f, 0.0f));
g_world = glm::rotate(Rx, g_cameraAngleY, glm::vec3(0.0f, 1.0f, 0.0f));
g_world = glm::translate(glm::mat4(1.0f),glm::vec3(0, 0, cameraDistance-5));
g_modelview=g_world;
g_mvp = g_projection*g_world;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLdouble tempmat[16];
TransToArray(tempmat,g_mvp);
glMultMatrixd(tempmat);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// Callback function called by GLUT when window size changes
void Reshape(int width, int height)
{
if ( width != 0 && height != 0)
{
g_screenWidth = width;
g_screenHeight = height;
}
SetMatrix();
// Set OpenGL viewport and camera
// glViewport(0, 0, width, height);
// glMatrixMode(GL_PROJECTION);
// glLoadIdentity();
// gluPerspective(40, (double)width/height, 1, 100);
// glMatrixMode(GL_MODELVIEW);
// glLoadIdentity();
// gluLookAt(0,20,20, 0,0,0, 0,0,-1);
// glTranslatef(0, 0.6f, -1);
// Send the new window size to AntTweakBar
TwWindowSize(width, height);
}
// Function called at exit
void Terminate(void)
{
glDeleteLists(1, 2);
TwTerminate();
}
// Callback function called when the 'AutoRotate' variable value of the tweak bar has changed
void TW_CALL SetAutoRotateCB(const void *value, void *clientData)
{
(void)clientData; // unused
g_AutoRotate = *(const int *)value; // copy value to g_AutoRotate
if( g_AutoRotate!=0 )
{
// init rotation
g_RotateTime = GetTimeMs();
// make Rotation variable read-only
//TwDefine(" TweakBar/ObjRotation readonly ");
}
else
{
g_accuAngle += g_currentlyRotatedAngle;
// make Rotation variable read-write
//TwDefine(" TweakBar/ObjRotation readwrite ");
}
}
// Callback function called by the tweak bar to get the 'AutoRotate' value
void TW_CALL GetAutoRotateCB(void *value, void *clientData)
{
(void)clientData; // unused
*(int *)value = g_AutoRotate; // copy g_AutoRotate to value
}
void InitCuboidPosition()
{
g_3DCuboidPositionOriginal << -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
2.0f, -2.0f, -2.0f, 2.0f, 2.0f, 2.0f, -2.0f, -2.0f, 2.0f, 2.0f, -2.0f, -2.0f, -2.0f, -2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f , -2.0f, -2.0f, -2.0f, -2.0f,
3.0f, 3.0f, 3.0f, 3.0f, -3.0f, -3.0f, -3.0f, -3.0f, 3.0f, -3.0f, -3.0f, 3.0f, 3.0f, -3.0f, -3.0f, 3.0f, 3.0f, 3.0f, -3.0f, -3.0f, 3.0f, -3.0f, -3.0f, 3.0f;
//std::cout << g_3DCuboidPosition << std::endl;
}
void MouseMotionCB(int x, int y)
{
if (!TwEventMouseMotionGLUT(x, y))
{
g_cameraAngleY += (x - g_mouseX)/100;
g_cameraAngleX += (y - g_mouseY)/100;
g_mouseX = x;
g_mouseY = y;
}
}
void MouseCB(int button, int state, int x, int y)
{
g_mouseX = x;
g_mouseY = y;
if (!TwEventMouseButtonGLUT(button, state, x, y))
{
switch(state)
{
case GLUT_DOWN:
if (glutGetModifiers() == GLUT_LEFT_BUTTON)
{
g_mouseLeftDown = true;
}
break;
case GLUT_UP:
if (glutGetModifiers() == GLUT_LEFT_BUTTON)
{
g_mouseLeftDown = false;
}
break;
}
}
}
// Main
int main(int argc, char *argv[])
{
TwBar *bar; // Pointer to the tweak bar
float axis[] = { 0.0f, 1.0f, 0.0f }; // initial model rotation
float angle = 0.0f;
// Initialize cuboid points position
InitCuboidPosition();
// Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(g_screenWidth, g_screenHeight);
glutCreateWindow("AntTweakBar simple example using GLUT");
glutCreateMenu(NULL);
// Set GLUT callbacks
glutDisplayFunc(Display);
glutReshapeFunc(Reshape);
atexit(Terminate); // Called after glutMainLoop ends
// Initialize AntTweakBar
TwInit(TW_OPENGL, NULL);
// Set GLUT event callbacks
// - Directly redirect GLUT mouse button events to AntTweakBar
//glutMouseFunc((GLUTmousebuttonfun)TwEventMouseButtonGLUT);
// - Directly redirect GLUT mouse motion events to AntTweakBar
//glutMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
glutMouseFunc(MouseCB);
glutMotionFunc(MouseMotionCB);
// - Directly redirect GLUT mouse "passive" motion events to AntTweakBar (same as MouseMotion)
glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
// - Directly redirect GLUT key events to AntTweakBar
glutKeyboardFunc((GLUTkeyboardfun)TwEventKeyboardGLUT);
// - Directly redirect GLUT special key events to AntTweakBar
glutSpecialFunc((GLUTspecialfun)TwEventSpecialGLUT);
// - Send 'glutGetModifers' function pointer to AntTweakBar;
// required because the GLUT key event functions do not report key modifiers states.
TwGLUTModifiersFunc(glutGetModifiers);
// Create some 3D objects (stored in display lists)
glNewList(1, GL_COMPILE);
glBegin(GL_QUADS);
glNormal3d(0, 0, 1);//front
glVertex3f(-1.0f, 2.0f, 3.0f);//A
glVertex3f(-1.0f, -2.0f, 3.0f);//B
glVertex3f(1.0f, -2.0f, 3.0f);//C
glVertex3f(1.0f, 2.0f, 3.0f);//D
glNormal3d(0, 0, -1);//back
glVertex3f(-1.0f, 2.0f, -3.0f);//E
glVertex3f(1.0f, 2.0f, -3.0f);//H
glVertex3f(1.0f, -2.0f, -3.0f);//G
glVertex3f(-1.0f, -2.0f, -3.0f);//F
glNormal3d(-1, 0, 0);//left
glVertex3f(-1.0f, 2.0f, 3.0f);//A
glVertex3f(-1.0f, 2.0f, -3.0f);//E
glVertex3f(-1.0f, -2.0f, -3.0f);//F
glVertex3f(-1.0f, -2.0f, 3.0f);//B
glNormal3d(1, 0, 0);//right
glVertex3f(1.0f, -2.0f, 3.0f);//C
glVertex3f(1.0f, -2.0f, -3.0f);//G
glVertex3f(1.0f, 2.0f, -3.0f);//H
glVertex3f(1.0f, 2.0f, 3.0f);//D
glNormal3d(0, 1, 0);//up
glVertex3f(-1.0f, 2.0f, 3.0f);//A
glVertex3f(1.0f, 2.0f, 3.0f);//D
glVertex3f(1.0f, 2.0f, -3.0f);//H
glVertex3f(-1.0f, 2.0f, -3.0f);//E
glNormal3d(0, -1, 0);//down
glVertex3f(-1.0f, -2.0f, 3.0f);//B
glVertex3f(-1.0f, -2.0f, -3.0f);//F
glVertex3f(1.0f, -2.0f, -3.0f);//G
glVertex3f(1.0f, -2.0f, 3.0f);//C
glEnd();
glEndList();
glNewList(2, GL_COMPILE);
glBegin(GL_QUADS);
glNormal3d(0, 0, 1);//front
glVertex3f(-5.0f, 5.0f, -10.0f);//A
glVertex3f(-5.0f, -5.0f, -10.0f);//B
glVertex3f(5.0f, -5.0f, -10.0f);//C
glVertex3f(5.0f, 5.0f, -10.0f);//D
glEnd();
glEndList();
// Create a tweak bar
bar = TwNewBar("TweakBar");
TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with GLUT and OpenGL.' "); // Message added to the help bar.
TwDefine(" TweakBar size='200 400' color='96 216 224' "); // change default tweak bar size and color
// Add 'g_Zoom' to 'bar': this is a modifable (RW) variable of type TW_TYPE_FLOAT. Its key shortcuts are [z] and [Z].
TwAddVarRW(bar, "Zoom", TW_TYPE_FLOAT, &g_Zoom,
" min=-30 max=30 step=0.01 keyIncr=z keyDecr=Z help='Scale the object (1=original size).' ");
// // Add 'g_Rotation' to 'bar': this is a variable of type TW_TYPE_QUAT4F which defines the object's orientation
// TwAddVarRW(bar, "ObjRotation", TW_TYPE_QUAT4F, &g_Rotation,
// " label='Object rotation' opened=true help='Change the object orientation.' ");
TwAddVarRW(bar, "AxisDir", TW_TYPE_DIR3F, &g_AxisDirection,
" label='Axis direction' opened=true help='Change the Axis direction.' ");
// Add callback to toggle auto-rotate mode (callback functions are defined above).
TwAddVarCB(bar, "AutoRotate", TW_TYPE_BOOL32, SetAutoRotateCB, GetAutoRotateCB, NULL,
" label='Auto-rotate' key=space help='Toggle auto-rotate mode.' ");
// Add 'g_LightMultiplier' to 'bar': this is a variable of type TW_TYPE_FLOAT. Its key shortcuts are [+] and [-].
TwAddVarRW(bar, "Multiplier", TW_TYPE_FLOAT, &g_LightMultiplier,
" label='Light booster' min=0.1 max=4 step=0.02 keyIncr='+' keyDecr='-' help='Increase/decrease the light power.' ");
// Add 'g_LightDirection' to 'bar': this is a variable of type TW_TYPE_DIR3F which defines the light direction
TwAddVarRW(bar, "LightDir", TW_TYPE_DIR3F, &g_LightDirection,
" label='Light direction' opened=true help='Change the light direction.' ");
// Add 'g_MatAmbient' to 'bar': this is a variable of type TW_TYPE_COLOR3F (3 floats color, alpha is ignored)
// and is inserted into a group named 'Material'.
TwAddVarRW(bar, "Ambient", TW_TYPE_COLOR3F, &g_MatAmbient, " group='Material' ");
// Add 'g_MatDiffuse' to 'bar': this is a variable of type TW_TYPE_COLOR3F (3 floats color, alpha is ignored)
// and is inserted into group 'Material'.
TwAddVarRW(bar, "Diffuse", TW_TYPE_COLOR3F, &g_MatDiffuse, " group='Material' ");
// Store time8ioi88uiiii
g_RotateTime = GetTimeMs();
// Init rotation
SetQuaternionFromAxisAngle(axis, angle, g_Rotation);
SetQuaternionFromAxisAngle(axis, angle, g_RotateStart);
// Call the GLUT main loop
glutMainLoop();
return 0;
}
MATLAB程序如下:
function F = Cuboid_2DTo3D(x)
Data = load('2D_data_CFAB.txt');
C_Prime = Data(1,:);
F_Prime = Data(2,:);
A_Prime = Data(3,:);
B_Prime = Data(4,:);
X_Prime = C_Prime - B_Prime;
Y_Prime = A_Prime - B_Prime;
Z_Prime = F_Prime - B_Prime;
% 1 sigma_1
% 2 sigma_2
% 3 sigma_3
% 4 axix_x
% 5 axix_y
% 6 axix_z
% 7 cos_theta
% 8 sin_theta
F(1) = x(1) * ( x(7) + ( 1 - x(7)) * x(4)^2) - X_Prime(1,1);
F(2) = x(2) * ( (1 - x(7)) * x(4) * x(5) - x(8) * x(6)) - Y_Prime(1,1);
F(3) = x(3) * ( (1 - x(7)) * x(4) * x(5) + x(8) * x(5)) - Z_Prime(1,1);
F(4) = x(1) * ( ( 1 - x(7)) * x(4) * x(5) + x(8) * x(6)) - X_Prime(1,2);
F(5) = x(2) * ( x(7) + (1 - x(7)) * x(5)^2) - Y_Prime(1,2);
F(6) = x(3) * ( (1 - x(7)) * x(5) * x(6) - x(8) * x(4)) - Z_Prime(1,2);
F(7) = x(7)^2 + x(8)^2 - 1;
F(8) = x(1) - 2;
F(9) = x(4)^2 + x(5)^2 + x(6)^2 - 1;
% usage:
% fun = @Cuboid_2DTo3D;
% x0 =[0,0,0,0,0,0,0,0];
% x = fsolve(fun, x0);
2.80175 -2.29852
-1.80183 -0.867082
0.129996 -0.067207
1.12992 -3.23281