05-27-2010 11:20 AM - edited 05-27-2010 11:22 AM
So Altenbach did his rotate 2D image, so I decided to do a rotate 3d graph, as this may be useful if someone wants to spin a 3d image programmatically. I just simply stuck my rotate 3d VI I created into the 3d Graph Properties - Torus example by NI that comes with LabVIEW. I used rotation matrices. I don't know if this matrix multiplication is the most efficient way, but it works. If anyone wants to rotate an image around a different axis, they just have to figure out the rotation matrix and replace mine with theirs, so it's fairly scalable. Everything else should take care of its self. If you want to rotate around either the x or y axes, those rotation matrices can be found easily on wikipedia.
05-27-2010 01:04 PM - edited 05-27-2010 01:06 PM
07-24-2012 11:26 AM
Don't forget that we have certain primitives in the geometry palette that do this directly. For example 3D Cartesian Coordinate Rotation (Direction) VI
It might be significantly simpler to use Euler rotations. That's what I use these days. 🙂
07-27-2012 12:53 AM - edited 07-27-2012 12:54 AM
@altenbach wrote:
Don't forget that we have certain primitives in the geometry palette that do this directly. For example 3D Cartesian Coordinate Rotation (Direction) VI
It might be significantly simpler to use Euler rotations. That's what I use these days. 🙂
Ugh, euler angles. Used those ad nauseam in my aero engineering days. They do turn out to be quite important though!
07-27-2012 07:33 AM
Bonus points for reinventing the wheel and using Quaternions. They are typically used as the math for computer graphics. I would be curious to see if they are faster.
Although I have to admit, they are bizarre to wrap your head around at first.