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Rotate x plane ac3d4/4/2023 You've effectively projected your triangle into a 2D x-y plane. The z-axis points northward along the Earth rotation axis. You can throw these out, and just use their x and y coordinates. The y-axis points 90 degrees to the east of the x-axis in the equatorial plane. You'll notice that p1', p2' and p3' all have identical z-coords. Now, coordinate rotate each point of your triangle by rotator R: (if newZaxis =, use newXaxis = normalize(newZaxis x ) instead The normalized vector cross product gives you the mutual orthogonal direction toĪny two distinct directions d1 an d2 (so long as they are not coincident or opposite directions): The other two new axes have to be orthogonal to newZaxis and to each other. R = (three orthogonal direction vectors)īy choice, you choose your value of o as newZaxis. These are the 3 columns of the 3x3 rotation matrix you want: We use cookies to provide you with a great experience and to help our website run effectively. By using this website, you agree to our use of cookies. Now, you want to define the desired 3D coordinate rotation which aligns the orientation of your triangle-plane with the z-axis. AC3D / Blender Tutorial MASTER X-Crafts X-PLANE 12: Free Compatibility Patch for the ERJ Family is now available. Then, once comfy with that, learn how to solve for the orientation of (direction perpendicular to) the plane of a 3D triangle: o <- normalize (vector cross product of 2 vector diffs) This entails learning how to normalize a vector down to unit length, which results in a direction vector. You sound like you could benefit from learning how to represent direction in 3D using a direction vector. The rotation matrix that rotates $n'=R_zn$ about the $y$ axis to $(0,0,1)$ also does not require computing an angle. From there it's just a question of applying a rotation matrix.Ī rotation matrix $\mathbf
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