<div dir="ltr">Hi Gib,<div><br></div><div>If I'm reading your question correctly, then what you are looking</div><div>for is very easy to achieve.</div><div><br></div><div>To transform an object from its canonical x,y,z axes onto a</div><div>new set of orthogonal axes, all you need is to set the first three</div><div>columns of a 4x4 matrix to those axes.</div><div><br></div><div>if the axis vectors are u, v, and w, then the transform matrix is</div><div><br></div><div>u_x, v_x, w_x, 0,</div><div>u_y, v_y, w_y, 0,</div><div>u_z, v_z, w_z, 0,</div><div>0, 0, 0, 1</div><div><br></div><div>No algebra involved!</div><div><br></div><div> - David</div><div><br></div><div><br></div><div><br><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Nov 5, 2014 at 5:47 PM, Gib Bogle <span dir="ltr"><<a href="mailto:g.bogle@auckland.ac.nz" target="_blank">g.bogle@auckland.ac.nz</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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<div style="direction:ltr;font-family:Tahoma;color:#000000;font-size:10pt">Hi all,<br>
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This is a 3D geometry problem, one that many people must have solved. I want to apply a transform to my actor to bring it's local axes (which are initially aligned with the global axes) into alignment with a specified triplet of orthogonal vectors. In fact
alignment with a pair is sufficient. I'm hoping that somebody has done this in VTK and can save me the trouble of going through the algebra.<br>
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Thanks<span class="HOEnZb"><font color="#888888"><br>
Gib<br>
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