坐标系转换,将3d投影到2d平面 [英] Coordinate system transformation, 3d projection to 2d plane
问题描述
我有一个全局坐标系(X,Y,Z)和一个带点(A,B,C和中心)的三角形.我知道这些点的所有坐标.
I have a global coordinates system (X, Y, Z), and a triangle with points (A, B, C and Center). I know all coordinates of those points.
- 我需要将全局坐标系从(0; 0; 0)移至三角形中心,以便所有点:A,B,C和Center都将具有新的坐标,其中Z =0.之后,我需要知道与新坐标系的关系中这些点的新坐标.新坐标系的方向并不重要.
- 此外,如果有可能将3D点(三角形点)转换为2D平面而不会丢失其几何形状(大小).它不应该是2D平面的投影.
>> A=[10.63307; -7.72528; 21.26636];
B=[4.06139; -12.49988; 21.26636];
C=[-6.57172; -20.22529; 13.14344];
Centr=[-4.38113; -13.48349; 18.55872];
>> V1=(B-A)/(norm(B-A))
V1 =
-0.8090
-0.5878
0
>> V2=((C-A)-(dot((C-A),V1)*V1))/(norm((C-A)-(dot((C-A),V1)*V1)))
V2 =
0.0000
-0.0000
-1.0000
>> V3=cross(V1,V2)
V3 =
0.5878
-0.8090
0.0000
>> M=[V1,V2,V3]
M =
-0.8090 0.0000 0.5878
-0.5878 -0.0000 -0.8090
0 -1.0000 0.0000
>> Anew=inv(M)*(A-Centr)
Anew =
-15.5313
-2.7076
4.1666
>> Bnew=inv(M)*(B-Centr)
Bnew =
-7.4083
-2.7076
4.1666
>> Cnew=inv(M)*(C-Centr)
Cnew =
5.7350
5.4153
4.1666
这就是我得到的: 从此
推荐答案
问题可以表示为找到3×3矩阵M
,以便可以在旧的点之间转换点P
的坐标.坐标系(P_old
,三行)和新坐标系(P_new
,三行).这是一个仿射变换:
The problem can be expressed as finding the 3-by-3 matrix M
such that the coordinates of a point P
can be converted between the old coordinate system (P_old
, 3 rows) and the new coordinate system (P_new
, 3 rows). This is an affine transformation:
P_old = Center + M * P_new (1)
与M
的(矩阵向量)相乘将其定向回旧系统,并添加Center
的坐标将其转换回旧的原点.
The (matrix-vector) multiplication with M
orientates it back to the old system, and adding Center
's coordinates translates it back to the old origin.
等式(1)然后可以变成:
The equation (1) can then be turned into:
P_new = M^{-1} * (P_old - Center) (2)
其中M^{-1}
是M
的倒数,用于根据旧坐标计算新坐标(如果该点属于三角形的平面,则第三行的坐标为0).
where M^{-1}
is the inverse of M
, to compute the new coordinates from the old ones (the third row will have a 0 if the point belongs to the plane of the triangle).
矩阵M
由旧系统中新基准的坐标组成,每列中都有一个基准向量.现在必须找到这样的基础.
The matrix M
is made of the coordinates of the new basis in the old system, one basis vector in each column. One must now find such a basis.
此依据可取自(这都是伪代码):
This basis can be taken from (this is all pseudo-code):
-
重新规范化
AB
AB
V1 = ______
|| AB ||
-
AB
在这里是指向量AB
(顶部带有箭头):AB
here is meant as the vectorAB
(with an arrow on top):|b_x - a_x| |b_y - a_y| |b_z - a_z|
-
|| . ||
是欧几里得范数(^2
表示平方,而不是 xor ): || . ||
is the Euclidian norm (^2
means the square, not xor):|| V || = sqrt(V_x^2 + V_y^2 + V_z^2)
AC
(也是一个向量,定义与AB
相似),但是减去在V1
上的投影以使其与V1
正交,然后重新归一化(如果除以零,则失败)三角形不是真正的三角形):AC
(also a vector, defined likeAB
), but minus its projection onV1
to make it orthogonal toV1
, and renormalized (this will fail with a division by zero if the triangle is not really a triangle):AC - (AC.V_1) V1 V2 = _______________________ || AC - (AC.V_1) V1 ||
-
M.N
是标量积:M.N
is the scalar product:M.N = M_x * N_x + M_y * N_y + M_z * N_z
-
(AC.V_1) V1
只是标量(AC.V_1)
与矢量V1
(AC.V_1) V1
is simply the product of a scalar,(AC.V_1)
, with a vector,V1
第三个向量,可以将其用作获得笛卡尔坐标系的叉积:
A third vector that can be taken as the cross product to get a Cartesian coordinate system:
V3 = V1 x V2
-
叉积定义为:
The cross product is defined as:
|V1_y*V2_z - V1_z*V2_y| V1 x V2 = |V1_z*V2_x - V1_x*V2_z| |V1_x*V2_y - V1_y*V2_x|
那么M可以取为
|V1 V2 V3|
(每个Vx
在3行上),然后将其逆值计算为使用公式(2).Then M can be taken as
|V1 V2 V3|
(eachVx
is on 3 rows) and, then its inverse computed to use formula (2).此变换(带有倒M)都应为三角形平面上在第三轴上具有0的点(使其在该平面上为2D坐标)生成新的坐标,并保留大小欧几里得准则.
This transformation (with the inverted M) should both generate new coordinates for the points on the plane of the triangle that have 0 on the third axis (which makes it 2D-coordinates on that plane), and preserve the size in terms of Euclidian norm.
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