- #1
Legato Bluesummers
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Apologies on the vague title, I'm having some trouble describing what I'm trying to do and need some context.
I have a 3D World Coordinate system that is static, using an extrinsic left-handed ZYX system.
I have an object with a radius of 1 unit (generic), this is arbitrarily placed within the environment, so at any position, within the world's boundaries, but always an initial rotation of (A,0,0). A = an arbitrary (unknown) rotation on the Z axis.
The goal here is to apply rotation to the object's Y and X coordinates. I am only able to apply rotation based on the World Coordinate system. So if I give it a Rotation of 30units on the Y axis, then 30 units on the X axis, it rotates them based on the World Coordinate system.
Here's where I become confused, most of what I'm reading assumes the Origin point is somewhere else, or at 0,0,0. In my case, it is quite random. but is always the position of where the object lands / placed. The rotational information comes from the object's basis. which then applied to the object from world basis causes issues.
Clawing in the dark, i think it may be as simple as multiplying the world vector Matrix by the object's vector Matrix. So I'm really asking, what do I need to know to get to an answer here? The specifics aren't a concern, a general concept would be more helpful.
Hopefully not in wrong forum, idk where to ask this.
I have a 3D World Coordinate system that is static, using an extrinsic left-handed ZYX system.
I have an object with a radius of 1 unit (generic), this is arbitrarily placed within the environment, so at any position, within the world's boundaries, but always an initial rotation of (A,0,0). A = an arbitrary (unknown) rotation on the Z axis.
The goal here is to apply rotation to the object's Y and X coordinates. I am only able to apply rotation based on the World Coordinate system. So if I give it a Rotation of 30units on the Y axis, then 30 units on the X axis, it rotates them based on the World Coordinate system.
Here's where I become confused, most of what I'm reading assumes the Origin point is somewhere else, or at 0,0,0. In my case, it is quite random. but is always the position of where the object lands / placed. The rotational information comes from the object's basis. which then applied to the object from world basis causes issues.
Clawing in the dark, i think it may be as simple as multiplying the world vector Matrix by the object's vector Matrix. So I'm really asking, what do I need to know to get to an answer here? The specifics aren't a concern, a general concept would be more helpful.
Hopefully not in wrong forum, idk where to ask this.