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    Transform to local axis question

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    • PixeroP Offline
      Pixero
      last edited by

      What is the best way of doing a transform along a components local axis?
      Is it:

      
      component.transformation.inverse * new_transform * component.transformation
      
      

      Or can one apply a new transform, let's say:

      new_transform = Geom;;Vector3d.new(1, 0, 0)
      

      to a local axis directly?

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      • fredo6F Offline
        fredo6
        last edited by

        @pixero said:

        What is the best way of doing a transform along a components local axis?

        It all depends on what you wish to transform and where it is.

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        • PixeroP Offline
          Pixero
          last edited by

          I want to transform a component along its internal local axis and settled with:

          
          c_trans = c.transformation.clone
          c.transform!(c_trans.inverse)
          c.transform!(Geom;;Transformation.translation(@vector)) 
          c.transform!(c_trans)
          
          

          It works for this case but it has always felt backwards to me and I'm interested if there is a way to do the same with some matrix multiplication magic instead?

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          • fredo6F Offline
            fredo6
            last edited by

            @pixero said:

            I want to transform a component along its internal local axis and settled with:

            You mean that you want to translate the component along:

            • one of its axis?
            • a given vector? (what is @vector in your code snippet?)

            In any case, you can compute the transformation, and then apply it once, via c.transformation =.

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            • PixeroP Offline
              Pixero
              last edited by

              The thing is that @vector could be any value but it is in World-space coordinates and I want to move the component from its current position and rotation in its own local axis coordinates the length of @vector. @vector could be either just a x value or in any other combination like (25, 50, 43).

              What I do above is inversing the components transformation and then applying the @vector global axis transformation and finally returning the component to its rotation.
              Can it be done the other way? transforming the global @vector values into the components local coordinatsystem and applied.

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              • fredo6F Offline
                fredo6
                last edited by

                If the vector is given in world coordinates, then you need the total transformation from the top model to the component.

                This is not something you can derive from the component itself. Usually it comes from

                1. a picking process in an interactive tool
                2. or the knowledge of the chain of containers from the top model down to the component
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