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This may be a question that some of you can answer quickly, but I have been
picking my brain for a week now and cannot seem to figure it out...
How do I calculate one (exactly one) Transform3D (or Quat4f) to go
from a global coordinate system to a local coordinate system (or the other
way around)?
I am supplying xyz-data for 3 points (collected externally). These 3
points define the location and orientation of a segment (upper leg or lower
leg in my case) in a global coordinate system. This is the case because the
relationship between these 3 points in the real world do not change. To
visualize the location and orientation of the segment in my application I
would like to align an object (bone) on the axis between points 1
and 2, and then use point 3 to define the segment's orientation around this
axis.
I think I should be able to have exactly one quaternion
or rotation matrix to define the orientation of the segment, but how
can I calculate it? I already know how to align the object between points 1 and
2, but I cannot figure out how to use point 3 to determine the segment's
rotation around its longitudinal axis. I would like to avoid Euler
angles because of gimbal lock and sequence-dependency problems.
I searched the archives and the web, but nothing comes up so far.
Any help or pointers would be greatly appreciated.
Regards - Rudolf Buijs
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- Re: [JAVA3D] Transform from global to local coordin... Rudolf J.C. Buijs
- Re: [JAVA3D] Transform from global to local co... Guillermo E. Gutierrez
