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From: | Carlo de Falco |
Subject: | Re: Rotation matrix definition |
Date: | Wed, 27 Nov 2019 08:57:50 +0100 |
Vecrot is for rotation vectrans for displacement vecscale is for scaling etc. All produce matrices as output. Composition of transformations corresponds to multiplication of matrices.If you really need to do anything more than a one-off computation with this stuff, I strongly recommend that you either read more on the theory of general affine transformations or you hire someone with more experience to write a code with a higher level interface to solve your problem.c.Il 26 nov 2019 17:18, Farzad Torabi <address@hidden> ha scritto:Thank you very much dear CarloSomething changed, first it was vecrot, now vectrans? What's the difference?I also tried using 3 points to find the new coordinates and calculate the transformation matrix using quaternions, the results was different from vecrot. How's that?Also : in robatic books, there's one matrix for rotation and one for translation that get multiplied in each other, but I don't know if they are for the coordinate system or for the movements in spaceFarzad Torabi
Master in mechanical engineeringIl mar 26 nov 2019, 12:40 <address@hidden> ha scritto:Il giorno 26 nov 2019, alle ore 11:56, Farzad Torabi <address@hidden> ha scritto:dear Carlothank you for your great answer !So the " T " is the transformation matrice to use, but can the "T" be used to either transform points coordinates or rotations or displacements ?Yes,if T is 4x4 it can represent any affine transformation, i.e. scaling, rotation, displacement, etc.If you want to understand theory about how this works (and I think you should),you will have to read about homogeneous coordinates and projective geometry,wikipedia has very good articles about those topics.In practical terms, though, you should just know that you can produce the transformationmatrix for a rotation and a displacement asT = vectrans (displacement) * vecrot (rotation_angle, axis_direction)c.
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