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Graphics > Algorithms > Local coordinat...
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Local coordinate system

by Olumide <50295@[EMAIL PROTECTED] > Jun 16, 2008 at 08:11 PM

Hello,

I've got n+1 points p[0] ... p[n] in a 3D space. At the point p[0],
I've defined 3 orthogonal vectors v1, v2, and v3. I would like to make
p[0] the origin of a local coordinate system that has the orthogonal
vectors (v1, v2, v3) as its local coordinate axis (x', y', z').
Furthermore, I would like to compute the coordinates p[1]' ... p[n]'
of the points p[1] ... p[n] in this local coordinate frame.

I know that the first step would be to subtract each p[0] from each
p[i] coordinate, but I'm unsure about the correctness of the next
step. At present, I'm considering finding a single axis about the
vectors (v1, v2, v3) can be rotated in order to align them to the
world axis (x, y, z ). Thereafter, I hope to compute a rotation matrix
and use this to transform the points p[1] .. p[n]. Crucially, this
matrix should also be able to rotate each one of the axis vectors v1,
v2, and v3 to the  x, y, and z axis.

Would this be the right/best way to solving this problem?

Thanks,

- Olumide
 




 3 Posts in Topic:
Local coordinate system
Olumide <50295@[EMAIL   2008-06-16 20:11:19 
Re: Local coordinate system
Olumide <50295@[EMAIL   2008-06-16 20:28:37 
Re: Local coordinate system
Olumide <50295@[EMAIL   2008-06-16 21:16:58 

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tan12V112 Thu Nov 20 0:13:11 CST 2008.