I write a article about how to create a local coordinate system for a dependent 3d model, LOCAL COORDINATE SYSTEM

We can real value in world coordinate system of vector or point on 3D model.
For example, I want to know unit vector on model’s X axis or point’s coordinate on model’s center, local coordinate system can help us.
We can get model’s world coordinate based on local coordinate.
Actually there is a transform which can help us to find local coordinate based on world coordinate value.
We also need a home point and at least two axis vectors to construct the transform.

The example is similar to the article LOCAL COORDINATE SYSTEM

vtkSmartPointer CreateLocalToWorldTransform
    (
    double xDir[3], double yDir[3],
    double zDir[3], double origin[3]
    )
{
    vtkMath::Normalize(xDir);
    vtkMath::Normalize(yDir);
    vtkMath::Normalize(zDir);

    double A[16] = {
        xDir[0], yDir[0], zDir[0], origin[0],
        xDir[1], yDir[1], zDir[1], origin[1],
        xDir[2], yDir[2], zDir[2], origin[2],
        0, 0, 0, 1 };

    vtkMatrix4x4 *localToWorldMatrix = vtkMatrix4x4::New();
    localToWorldMatrix->DeepCopy(A);

    vtkSmartPointer localToWorldTrans = vtkSmartPointer::New();
    localToWorldTrans->Identity();
    localToWorldTrans->SetMatrix(localToWorldMatrix);
    localToWorldMatrix->Delete();

    return localToWorldTrans;
}

int main()
{
    setbuf( stdout, nullptr );

    // ============ plane start ================
    vtkSmartPointer planeSource =
            vtkSmartPointer::New();
    planeSource->SetOrigin( 0, 0, 0 ); //Relative
    planeSource->SetPoint1( 0, 2, 0 );
    planeSource->SetPoint2( 2, 0, 0 );

    vtkSmartPointer planeMapper =
            vtkSmartPointer::New();
    planeMapper->SetInputConnection( planeSource->GetOutputPort() );

    vtkSmartPointer planeActor =
            vtkSmartPointer::New();
    planeActor->SetMapper( planeMapper );
    //planeActor->SetPosition( 1, 1, 0 );
    // ============ plane end ================

    // ============ sphere start ================
    vtkSmartPointer sphereSource =
            vtkSmartPointer::New();
    sphereSource->SetCenter( 2, 2, 0 );
    sphereSource->SetRadius( 0.1 );

    vtkSmartPointer sphereMapper =
            vtkSmartPointer::New();
    sphereMapper->SetInputConnection( sphereSource->GetOutputPort() );

    vtkSmartPointer sphereActor =
            vtkSmartPointer::New();
    sphereActor->SetMapper( sphereMapper );
    sphereActor->GetProperty()->SetColor( 1, 0, 0 );
    // ============ plane end ================

    // Change actor status.
    planeActor->RotateY( 90 );

    PointStruct homePt( 0, 0, 0 ); // center point in local coordinate system
    PointStruct xPt( 0, 0, -1 ); // X axis vector in local coordinate system
    PointStruct yPt( 0, 1, 0 ); // Y axis vector in local coordinate system
    PointStruct zPt( 1, 0, 0 ); // Z axis vector in local coordinate system

    vtkSmartPointer localToWorldTransform = CreateLocalToWorldTransform( xPt.point, yPt.point, zPt.point, homePt.point );
    localToWorldTransform->Inverse();
    xPt = PointStruct( localToWorldTransform->TransformDoublePoint( xPt.point ) );
    yPt = PointStruct( localToWorldTransform->TransformDoublePoint( yPt.point ) );
    zPt = PointStruct( localToWorldTransform->TransformDoublePoint( zPt.point ) );
    cout << " " << xPt << " " << yPt << " " << zPt;

 /*
 PointStruct [1, 0, 0]
 PointStruct [0, 1, 0]
 PointStruct [0, 0, 1]
*/

    vtkSmartPointer renderer =
            vtkSmartPointer::New();
    renderer->AddActor( planeActor );
    renderer->AddActor( sphereActor );
    renderer->SetBackground( 0, 0, 0 );

    vtkSmartPointer renderWindow =
            vtkSmartPointer::New();
    renderWindow->AddRenderer( renderer );

    vtkSmartPointer renderWindowInteractor =
            vtkSmartPointer::New();
    renderWindowInteractor->SetRenderWindow( renderWindow );

    renderer->ResetCamera();
    renderWindow->Render();
    renderWindowInteractor->Start();
    return 0;
}

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