Coordinate System Transformations

phil0stine
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Lets say I have Coordinate Frame's A and B.

and...

I have the coordinates of the 3 principle axes of B in terms of Frame A,

So for a simple example, a rotation of +pi/2 about the z axis of A would yield the following mapping of the xyz axes of B in terms of Frame A:

XA -> -YB
YA -> XB
ZA -> ZB

My question is: Given a slightly more complex mapping, but without knowledge of euler rotations, how could a Rotation Matrix be calculated?

Thanks in advance
 
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Just look at how the standard basis vectors transform. Those are the columns of your rotation matrix. Also, for a change of coordinate systems, a rotation matrix need not exist (some changes are not rotations.)
 
JeSuisConf said:
Just look at how the standard basis vectors transform. Those are the columns of your rotation matrix. Also, for a change of coordinate systems, a rotation matrix need not exist (some changes are not rotations.)

Clean and simple, with the added bonus of triggering a very faint memory of learning that once.

Thanks so much for clearing it up, this is what I need for my application.
 
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