Geometric Transformation for Convex Hull Reorientation
Problem Statement:
Reorient a convex hull (specifically a 3D rectangular prism defined by its vertices) in a global coordinate system such that:
- The origin of the local coordinate system remains invariant (no translation of the origin).
- A specific vector in the local frame, representing the recurrence mapping from Cin(0,0) to Cout(0,0) and defined as , is mapped to the vector in the global frame.
- All coordinates of the transformed vertices of the convex hull are non-negative.
The original rectangular prism is defined by the vertices: v0: (0, 0, 0) v1: (m, 0, 0) v2: (m, 0, k) v3: (0, 0, k) v4: (0, n, k) v5: (0, n, 0) v6: (m, n, 0) v7: (m, n, k)
Solution:
The required transformation can be achieved by a single rotation matrix that is a result of two sequential rotations: a -90 degree rotation around the x-axis followed by a -90 degree rotation around the y-axis.
1. Rotation around the x-axis by -90 degrees ():
The rotation matrix is:
2. Rotation around the y-axis by -90 degrees ():
The rotation matrix is:
3. Combined Rotation Matrix ():
The combined rotation is obtained by multiplying the second rotation matrix by the first:
4. Verification of Synthesis Vector Mapping:
Applying the rotation matrix to the synthesis vector :
The synthesis vector is mapped as required.
5. Transformation of Vertices:
Applying the rotation matrix to each vertex of the original prism:
v0: (0, 0, 0) -> v0’ = v1: (m, 0, 0) -> v1’ = v2: (m, 0, k) -> v2’ = v3: (0, 0, k) -> v3’ = v4: (0, n, k) -> v4’ = v5: (0, n, 0) -> v5’ = v6: (m, n, 0) -> v6’ = v7: (m, n, k) -> v7’ =
6. Positive Coordinate Constraint:
Assuming the dimensions are positive, all the transformed vertices have non-negative coordinates.
Conclusion:
The single rotation matrix that achieves the desired reorientation, maps the synthesis vector to , keeps the origin invariant, and results in all non-negative coordinates for the transformed rectangular prism is:
This rotation corresponds to a specific reorientation of the coordinate axes. The original x-axis becomes the new z-axis, the original y-axis becomes the new x-axis, and the original z-axis becomes the new y-axis.