3D World to Local transformation

Posted by Bill Kotsias on Stack Overflow See other posts from Stack Overflow or by Bill Kotsias
Published on 2010-03-29T11:31:12Z Indexed on 2010/03/29 11:33 UTC
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Hello. I am having a real headache trying to set a node's local position to match a given world position.

I was given a solution but, AFAICS, it only takes into account orientation and position but NOT scaling :

node_new_local_position = node_parent.derivedOrientation().Inverse() * ( world_position_to_match - node_parent.derivedPosition() );

The node in question is a child of node_parent; node_parent local and derived properties (orientation, position and scaling) are known, as well as its full matrix transform.

All the positions are 3d vectors; the orientation is a quaternion; the full transform is a 4x4 matrix.

Could someone please help me to modify the solution to support scaling in the node hierarchy?

Many thanks in advance,

Bill

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