Re: translation and rotation in Euclidean space
- From: "Androcles" <Headmaster@xxxxxxxxxxxxxxxx>
- Date: Sat, 25 Oct 2008 04:54:31 +0100
"John Polasek" <jpolasek@xxxxxxxxxx> wrote in message
news:iu15g4l5mani1g36mmnrav75eha5avemfv@xxxxxxxxxx
On Mon, 20 Oct 2008 18:08:40 -0700 (PDT), athan <metanosis@xxxxxxxxx>
wrote:
Clearly taking a vector and rotating it, then translating it, doesAnother flagrant case of the vanishing OP. He posts a poorly framed
nothing to the distance. So, under translation and rotations, the
Euclidean standard metric is invariant. Am seeking to show this in the
plane. clearly,
(x,y,1)dot(x,y,1)=x^2+y^2+1 Now I wish to translate and rotate a
vector, and check that the distance is the same.
(a -b 0) (1 0 u)
(b a 0) (0 1 v)
(0 0 1) (0 0 1) are the rotation and translation
matrices, the result of multiplying them is
(a -b au-bv )
(b a bu+av)
(0 0 1 ) now to apply them to a vector (x,y,1) we
get
(ax-by+au-bv )
(bx+ay+bu+av )
( 1 ) now we dot this vector with itself and
do some simplification to the resulting scalar...
(a^2+b^2)[ (x+u)^2 + (y+v)^2)] +1 now (a^2+b^2)=1 so we have (x
+u)^2 +(y+v)^2 + 1
the question, am supposed to get a scalar equal to x^2 + y^2 +1.
Clearly we have only translated
the vector, but I must be getting a definition wrong, somewhere mixing
scalars and vectors in a wrong way.
Is this correct, to translate a vector,
(1 0 u) (x) (x+u)
(0 1 v) x (y) = (y+v)
(0 0 1) (1) ( 1 ) but to me, this vector isn't the vector
(x,y,1) translated, it's the addition
of two vectors, and will have a different, longer distance. Thanks in
advance for any help.
Best...Frank
problem, confusing distance with length, introducing a, b, u, v
without defining them, and now we have a half dozen kindly experts
poring and proposing amongst themselves, with nary any evidence that I
have seen, that the OP is still there or even interested.
In the first place the rotation can only be done by multiplying the
vector by a 3x3 matrix
In the second place a single rotation only requires a 2x2 matrix.
[cos -sin]
[ sin cos]
In the third place a 3x3 matrix permits rotation in pitch, roll and yaw,
in the fourth place a 4x4 matrix can be used to include translation.
In the fifth place your first place is wrong.
.
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