![]() ![]() ![]() ![]() My math is brute-force contrived, but it works, what I want is to understand the matrix transformation way of doing this. parametric to cartesian x y Submit Computing. Here's a quick screenshot of what I'm experimenting with you can see in this graph that World_A is overlaying World_B coordinates. I’m currently using Avogadro v1.1.1, and the tool does not appear in the toolbar or the menus. How do I transform the World_A( Orientation, Map, Cells) to the isometric equivalent of World_B( Orientation, Map, Cells), such that when the Cursor is over either map, the right Active_Cell is highlighted? General Discussion RickMuller April 7, 2014, 4:46pm 1 I’m interested in using the Z-matrix tool in Avogadro. Now- let's add a special mirror world called World_B where World_B = Isometric(World_A)īoth worlds share the same Cursor with position. Example: if the cursor is at then we determine that it's over Cell_1_1 and Active_Cell = Cell_1_1. Using the coordinates of an active cursor we can calculate which cell the cursor is over (some Cell_p_q) and designate that cell the Active_Cell which is then highlighted. Then you just multiply your position vector with that matrix (x, y).multiply (matrix). Try this: matrix.identity (), matrix.scale (sqrt (2) / 2, sqrt (2) / 4, 1), matrix.rotate (0, 0, 1, -45) //degrees, matrix.inverse () in that order. Cell_p_q), and an active cursor (denoted by its rendered position ) 1 I'm not sure if this is correct so I'll be posting this as a comment. This is derived in most textbooks on crystallography, such as McKie & McKie 'Essentials of Crystallography'. In other words, World_A has a 2-dimensional, 4096 x 4096 pixel map with an initial orientation of -90 degrees (inverse Cartesian plane), which can be divided by 64 x 64 named cells (denoted by their calculated subcoordinates e.g. 3 Answers Sorted by: 7 You have to use a matrix to convert. Now assume we have a World instance called World_A with the following properties: See graphic on bottom.Īssume a game world has four properties World => ( ORIENTATION = angle, MAP_SIZE =, CELL_SIZE = ) I've run a FEMM simulation in Octave and as a result I got a quite large matrix with the following format: resultMatrix 0 90 120 0 80 110 10 80 100 In a normal carthesian system it would look something like this. The distance matrix also has the very useful property of being translationally and rotationally invariant. I need to understand the math for this (some pseudo code might be helpful). It is very simple to convert from Cartesian coordinates to a distance matrix, and relatively easy to transform back into Cartesians. This editor has a nice interface that you can use to edit your Gaussian input. ![]() Change the format to Z-matrix or Z-matrix (compact), whichever one you like. You shall get the result from your image.Apologies if my example is a bit contrived, I've been trying to figure out how to apply matrix transformations to this coordinate problem, and I'm not getting the right output. This opens a guassian input editor like below. Write out their relation explicitly, do partial differtiation, contruction the forward transformation matrix, and do the inverse. Do the same thing as I did for cartesian coordinates and polar coordinates. Similarly for the transformation between cartesian coordinates and spherical coordinates. For a simple co-ordinate switch you can just use the relations: This is not the Matrix you're looking for. ![]()
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