Given at 3D transformation matrix T and a 3D vector V. How can I find a rotation that keeps the Z vector in T the same, but aligns the x vector in T as much as possible with V?
I am working with C++ and Eigen, and code is appreciated.
Given at 3D transformation matrix T and a 3D vector V. How can I find a rotation that keeps the Z vector in T the same, but aligns the x vector in T as much as possible with V?
I am working with C++ and Eigen, and code is appreciated.
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If I understand your question, I believe the below figure and equations show the general approach. You can just multiply out the final matrix product to get your transformed coordinates in the T coordinate system. I hope this helps.