Il 26 nov 2019 17:18, Farzad Torabi <address@hidden> ha scritto:
Thank you very much dear Carlo
Something changed, first it was vecrot, now vectrans? What's the difference?
I also tried using 3 points to find the new coordinates and calculate the transformation matrix using quaternions, the results was different from vecrot. How's that?
Also : in robatic books, there's one matrix for rotation and one for translation that get multiplied in each other, but I don't know if they are for the coordinate system or for the movements in space
Farzad Torabi
Master in mechanical engineering
Il giorno 26 nov 2019, alle ore 11:56, Farzad Torabi <
address@hidden> ha scritto:
dear Carlo
thank you for your great answer !
So the " T " is the transformation matrice to use, but can the "T" be used to either transform points coordinates or rotations or displacements ?
Yes,
if T is 4x4 it can represent any affine transformation, i.e. scaling, rotation, displacement, etc.
If you want to understand theory about how this works (and I think you should),
you will have to read about homogeneous coordinates and projective geometry,
wikipedia has very good articles about those topics.
In practical terms, though, you should just know that you can produce the transformation
matrix for a rotation and a displacement as
T = vectrans (displacement) * vecrot (rotation_angle, axis_direction)
c.