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transformation matrices and 3D picture control

I use the 3D picture controls, and it's all very good. But I'd like to know exactly what form the generalised transformation matrices take. We know the order of individual rotations leads to different rotation matrices, which has important consequences in kinematics. So how does LabVIEW handle them, and gimbal lock? In short I'd like to code rotations and translations in mathscript from first principles and compare the outcomes with the 3D picture controls .. for fun.

 

Thanks in advance.

Graham

 

 

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I am not sure if it this is what you are looking for but here is a response I posted a few weeks ago to answer a similar question.

Marc Dubois
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There is a well-developed Mathematics for rotation matrices and rotation vectors.  Some of it involves conventional 3D vector stuff (like dot and cross products, easy to do in LabVIEW), some involves 3x3 Matrix stuff (also fairly easy to do in LabVIEW).  The "hard" part is learning how to deal with the non-commutative algebra of these transformations.

 

Bob Schor

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