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- #ORCAFLEX COORDINATE CONVERSION X VS Y HOW TO#
- #ORCAFLEX COORDINATE CONVERSION X VS Y SOFTWARE#
- #ORCAFLEX COORDINATE CONVERSION X VS Y FREE#
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The model can also be switched between the right or left-handed axis convention (this also modifies the face normals and winding direction to preserve the lighting and culling characteristics). If you do not know the original axis convention of the 3D model, or if the default transformation applied by OrcaFlex seems incorrect, then the shaded graphics import form allows you to apply an additional translation and rotation to the 3D model. OrcaFlex assumes that DirectX models have a left-handed coordinate convention (with the $z$-axis positive into the screen, and the $x$ and $y$ axes in the plane of the screen), and on import applies a transformation to reorient the model to the OrcaFlex coordinate system that also converts the model from left to right-handed drawing axes.
#ORCAFLEX COORDINATE CONVERSION X VS Y SOFTWARE#
The largest model that we provide is 350KB and we recommend that you avoid exceeding this size by too much, if necessary by reducing their level of detail before exporting them from the modelling software you use. These describe a surface mesh and, possibly, material (colour and texture) properties for such a model.ģD models to be imported into OrcaFlex should not contain too much detail, otherwise the drawing performance may be very poor – there are limits to the level of detail a graphics card can render efficiently. If, instead, you wish to use a detailed model of a project-specific vessel, buoy, template etc, you can import such models into OrcaFlex one of the following formats:
#ORCAFLEX COORDINATE CONVERSION X VS Y FREE#
Included with OrcaFlex installation is a collection of very basic, generic models which you are free to use. Some examples of these are shown on the OrcaFlex image gallery others, including the object data, can be found among the OrcaFlex examples. Orthonormal basis are important in classical mechanics and electromagnetism, which is why this is done in the first place.Detailed 3D models can be imported into OrcaFlex and used to represent the various model objects in shaded graphics. Nonetheless, coordinate basis will always be orthogonal in practice, so there is a natural way to make them orthonormal. And, by the way, if you're wondering why do those $r$ terms appear in my spherical coordinate vectors, it's because a coordinate basis is never orthonormalised (unless your coordinate system is an affine orthonormal one). So there it is: the change of basis matrix is the Jacobian matrix of the change of coordinates, that's the relationship you were asking for.ĮDIT: regarding your second question, I don't quite understand what you're asking for, the change of basis that gets you from spherical to cartesian canonical is the inverse of the matrix we've computed here. R\cos\theta\cos\phi & r\cos\theta\sin\phi & -r\sin\theta \\ \sin\theta\cos\phi & \sin\theta\sin\phi & \cos\theta \\ Suppose we want to construct a transformation matrix to convert a certain 3D vector $\vec My problem is that I have worked (that is, solved problems which required extensive computation) very little with any coordinate system other than Cartesian, and I need to straighten this out before I start solving problems in spherical or cylindrical coordinates.
#ORCAFLEX COORDINATE CONVERSION X VS Y HOW TO#
We are learning how to work with different coordinate systems in my Mechanics class (spherical and cylindrical mainly), and about form factors, general formulas for the gradient, the curl, the divergence, the Laplacian and general knowledge related to vector calculus in curvilinear coordinates.