Coordinate space manipulation

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  • Tyler  Eaves

    Coordinate space manipulation

    Hi, wondering if anyone can help me with this. I'm trying to do some
    math for a reasonably simple bit of 3d math.

    Given the following.

    A 3d vector pointing in an arbitrary direction, call it 'forward',
    that defines the target Z-axis, and a rotation around that vector,
    'roll', which defines the target Y axis.

    These define the 'target' coordinate system.

    Given those two things, I need to be able to take a point relative to
    the origin in normal cooridantes (e.g. <0,0,1is 'forward', the
    vector defined by roll points at <0,1,0>, although unit-length isn't a
    given here), and translate that into the target coordinate system.

    Any suggestions on how to do this?
  • Victor Bazarov

    #2
    Re: Coordinate space manipulation

    Tyler Eaves wrote:
    Hi, wondering if anyone can help me with this. I'm trying to do some
    math for a reasonably simple bit of 3d math.
    >
    Given the following.
    >
    A 3d vector pointing in an arbitrary direction, call it 'forward',
    that defines the target Z-axis, and a rotation around that vector,
    'roll', which defines the target Y axis.
    >
    These define the 'target' coordinate system.
    >
    Given those two things, I need to be able to take a point relative to
    the origin in normal cooridantes (e.g. <0,0,1is 'forward', the
    vector defined by roll points at <0,1,0>, although unit-length isn't a
    given here), and translate that into the target coordinate system.
    >
    Any suggestions on how to do this?
    Uh... Do you have a C++ *language* question? Have you tried a newsgroup
    in the 'sci.math' hierarchy first?

    V
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