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# Coordinate space manipulation

Hi, wondering if anyone can help me with this. I'm trying to do some
math for a reasonably simple bit of 3d math.

Given the following.

A 3d vector pointing in an arbitrary direction, call it 'forward',
that defines the target Z-axis, and a rotation around that vector,
'roll', which defines the target Y axis.

These define the 'target' coordinate system.

Given those two things, I need to be able to take a point relative to
the origin in normal cooridantes (e.g. <0,0,1is 'forward', the
vector defined by roll points at <0,1,0>, although unit-length isn't a
given here), and translate that into the target coordinate system.

Any suggestions on how to do this?
Jul 7 '08 #1
1 1351
Tyler Eaves wrote:
Hi, wondering if anyone can help me with this. I'm trying to do some
math for a reasonably simple bit of 3d math.

Given the following.

A 3d vector pointing in an arbitrary direction, call it 'forward',
that defines the target Z-axis, and a rotation around that vector,
'roll', which defines the target Y axis.

These define the 'target' coordinate system.

Given those two things, I need to be able to take a point relative to
the origin in normal cooridantes (e.g. <0,0,1is 'forward', the
vector defined by roll points at <0,1,0>, although unit-length isn't a
given here), and translate that into the target coordinate system.

Any suggestions on how to do this?
Uh... Do you have a C++ *language* question? Have you tried a newsgroup
in the 'sci.math' hierarchy first?

V
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