Find coordonates of a point relative to a second plane in 3D

Click For Summary
SUMMARY

This discussion focuses on calculating the coordinates of a point in a 3D space relative to a second 3D plane that may undergo translation and rotation. The transformation involves first translating the point based on the origin of the second plane, defined as (x_0, y_0, z_0), resulting in new coordinates (x - x_0, y - y_0, z - z_0). For rotation, the discussion outlines the use of rotation matrices for the x, y, and z axes, which can be combined to achieve the desired orientation of the point in the new coordinate system.

PREREQUISITES
  • Understanding of 3D coordinate systems
  • Familiarity with matrix operations
  • Knowledge of rotation matrices in 3D
  • Basic trigonometry (sine and cosine functions)
NEXT STEPS
  • Study the derivation and application of rotation matrices in 3D transformations
  • Learn about homogeneous coordinates for more complex transformations
  • Explore the use of software tools like MATLAB or Python's NumPy for matrix calculations
  • Investigate the implications of Euler angles and quaternions in 3D rotations
USEFUL FOR

Mathematicians, computer graphics developers, and engineers working with 3D modeling and simulations will benefit from this discussion.

dot_binary
Messages
6
Reaction score
0
a.PNG


In a 3D plane, there is a point with it's X,Y and Z coordonates known and a second 3D plane within the first plane with it's origins X,Y and Z coordonates relative to the parent plane origin.

How do I find the X,Y and Z coordonates of that point relative to the origin of the second 3D plane taken in consideration that the second one may rotate on all axis and change position.
 
Mathematics news on Phys.org
"Change position", I take it, means to translate the origin. If the new coordinate system has center at [itex](x_0, y_0, z_0)[/itex] in the old coordinates then a point that has coordinates (x, y, z) in the old coordinate system will have coordinates [itex](x- x_0, y- y_0, z-z_0)[/itex] in the new coordinate system.

"Rotate on all axis" is harder. A rotation about any axis can be reduced to a series of rotations about the coordinate axes and each of those can be written as a matrix product.

Rotation about the z-axis through angle [itex]\theta[/itex] is given by
[tex]\begin{bmatrix}cos(\theta) & -sin(\theta) & 0 \\ sin(\theta) & cos(\theta) & 0 \\ 0 & 0 & 1\end{bmatrix}[/tex]

Rotation about the yaxis through angle [itex]\theta[/itex] is given by
[tex]\begin{bmatrix}cos(\theta) & 0 &-sin(\theta) \\ 0 & 1 & 0 \\ sin(\theta) & 0 & cos(\theta) \end{bmatrix}[/tex]

Rotation about the x-axis through angle [itex]\theta[/itex] is given by
[tex]\begin{bmatrix}1 & 0 & 0 \\ 0 & cos(\theta) & -sin(\theta)\\ 0 & sin(\theta) & cos(\theta)\end{bmatrix}[/tex]
 

Similar threads

  • · Replies 13 ·
Replies
13
Views
3K
Replies
1
Views
2K
  • · Replies 2 ·
Replies
2
Views
2K
  • · Replies 1 ·
Replies
1
Views
2K
  • · Replies 1 ·
Replies
1
Views
2K
Replies
17
Views
3K
  • · Replies 5 ·
Replies
5
Views
3K
  • · Replies 6 ·
Replies
6
Views
3K
  • · Replies 3 ·
Replies
3
Views
2K
  • · Replies 4 ·
Replies
4
Views
2K