LabVIEW

cancel
Showing results for 
Search instead for 
Did you mean: 

Coordinate shift and rotate about new axis

I have a 3D cylinder and 3D cone to be displayed in the 3D scene display. I build the cylinder and then the cone. The cone is to be translated by a shift from the origin of the 3D display. The cone should be rotated about its own z - axis whose origin should now co-incide with the shifted position. I tried using the 3D Cartesian co-ordinate shift function to translate the co-ordinate system. How do I then rotate the cone about its z-axis and not the global axis?

 

Thanks.

HamsterHuey.

0 Kudos
Message 1 of 3
(3,358 Views)

Hi

I am not sure I understand correctly what you want, but take a look at the rotation matrices, check wikipedia at  Rotation matrix given an axis and an angle.

regards

0 Kudos
Message 2 of 3
(3,326 Views)

@ Nitad.....

 

Difficult to explain without a pic but I'll try.

1. In a 3D scene display window, add a 3D cylinder. It alligns the cylinder axis with the global z-axis and central plane at x-y plane.

2. Now add a 3D cone. Again, the cone axis is the global z-axis and base plane is the x-y plane

3. Now translate the cone in x and y directions (using set translation or translation vi)

4. If in this new position, I want to rotate the cone about an axis parallel to the global y-axis but with an origin at its apex point (in the new location), how do I do it?

 

If I use rotation.vi with [0 1 0] axis and angle, it rotates it about the global y-axis which I do not want. Any solutions to this problem? This is sort of like rotation about its own axis and revolution about the global axis.

 

Thanks and regards,

HamsterHuey.

0 Kudos
Message 3 of 3
(3,309 Views)