Flatten 3D triangle while maintaining edge lengths












3














I currently try to flatten a triangle in 3d space while maintaining the edge lengths. The triangle consists of 3 vertices, all with x,y,z coordinates and is drawn clockwise. The second vertex yields 1 for the z value, the other two vertices are aligned to the x-axis and yield 0 for z.
Directly setting the z value would violate the edge length constraint. The target is to transform the 3d triangle so it could be completely projected in 2d.



I tried to calculate the angle between a vector lying on the ground and an edge vector to get a rotation matrix. To flatten the triangle I would have to rotate the triangle with exactly this angle.
This however is error-prone under real life conditions. I'm currently looking for a way to transform the triangle directly without the need of a rotation.



enter image description here










share|cite|improve this question
























  • The transformation that you’re describing is precisely a rotation followed by a trivial orthogonal projection onto the $x$-$y$ plane. What’s “error prone” about this? If you don’t want to construct a rotation matrix, you can either use Rodrigues' formula or a pair of reflections, both of which can be done via direct computation on the vertices.
    – amd
    Jun 29 at 21:14










  • Also, you’re working in 3-D: the vertices are “clockwise” relative to what?
    – amd
    Jun 29 at 21:15
















3














I currently try to flatten a triangle in 3d space while maintaining the edge lengths. The triangle consists of 3 vertices, all with x,y,z coordinates and is drawn clockwise. The second vertex yields 1 for the z value, the other two vertices are aligned to the x-axis and yield 0 for z.
Directly setting the z value would violate the edge length constraint. The target is to transform the 3d triangle so it could be completely projected in 2d.



I tried to calculate the angle between a vector lying on the ground and an edge vector to get a rotation matrix. To flatten the triangle I would have to rotate the triangle with exactly this angle.
This however is error-prone under real life conditions. I'm currently looking for a way to transform the triangle directly without the need of a rotation.



enter image description here










share|cite|improve this question
























  • The transformation that you’re describing is precisely a rotation followed by a trivial orthogonal projection onto the $x$-$y$ plane. What’s “error prone” about this? If you don’t want to construct a rotation matrix, you can either use Rodrigues' formula or a pair of reflections, both of which can be done via direct computation on the vertices.
    – amd
    Jun 29 at 21:14










  • Also, you’re working in 3-D: the vertices are “clockwise” relative to what?
    – amd
    Jun 29 at 21:15














3












3








3







I currently try to flatten a triangle in 3d space while maintaining the edge lengths. The triangle consists of 3 vertices, all with x,y,z coordinates and is drawn clockwise. The second vertex yields 1 for the z value, the other two vertices are aligned to the x-axis and yield 0 for z.
Directly setting the z value would violate the edge length constraint. The target is to transform the 3d triangle so it could be completely projected in 2d.



I tried to calculate the angle between a vector lying on the ground and an edge vector to get a rotation matrix. To flatten the triangle I would have to rotate the triangle with exactly this angle.
This however is error-prone under real life conditions. I'm currently looking for a way to transform the triangle directly without the need of a rotation.



enter image description here










share|cite|improve this question















I currently try to flatten a triangle in 3d space while maintaining the edge lengths. The triangle consists of 3 vertices, all with x,y,z coordinates and is drawn clockwise. The second vertex yields 1 for the z value, the other two vertices are aligned to the x-axis and yield 0 for z.
Directly setting the z value would violate the edge length constraint. The target is to transform the 3d triangle so it could be completely projected in 2d.



I tried to calculate the angle between a vector lying on the ground and an edge vector to get a rotation matrix. To flatten the triangle I would have to rotate the triangle with exactly this angle.
This however is error-prone under real life conditions. I'm currently looking for a way to transform the triangle directly without the need of a rotation.



enter image description here







geometry triangle 3d rotations






share|cite|improve this question















share|cite|improve this question













share|cite|improve this question




share|cite|improve this question








edited Nov 22 at 17:52









Robert Howard

1,9161822




1,9161822










asked Jun 29 at 18:05









Sector

254




254












  • The transformation that you’re describing is precisely a rotation followed by a trivial orthogonal projection onto the $x$-$y$ plane. What’s “error prone” about this? If you don’t want to construct a rotation matrix, you can either use Rodrigues' formula or a pair of reflections, both of which can be done via direct computation on the vertices.
    – amd
    Jun 29 at 21:14










  • Also, you’re working in 3-D: the vertices are “clockwise” relative to what?
    – amd
    Jun 29 at 21:15


















  • The transformation that you’re describing is precisely a rotation followed by a trivial orthogonal projection onto the $x$-$y$ plane. What’s “error prone” about this? If you don’t want to construct a rotation matrix, you can either use Rodrigues' formula or a pair of reflections, both of which can be done via direct computation on the vertices.
    – amd
    Jun 29 at 21:14










  • Also, you’re working in 3-D: the vertices are “clockwise” relative to what?
    – amd
    Jun 29 at 21:15
















The transformation that you’re describing is precisely a rotation followed by a trivial orthogonal projection onto the $x$-$y$ plane. What’s “error prone” about this? If you don’t want to construct a rotation matrix, you can either use Rodrigues' formula or a pair of reflections, both of which can be done via direct computation on the vertices.
– amd
Jun 29 at 21:14




The transformation that you’re describing is precisely a rotation followed by a trivial orthogonal projection onto the $x$-$y$ plane. What’s “error prone” about this? If you don’t want to construct a rotation matrix, you can either use Rodrigues' formula or a pair of reflections, both of which can be done via direct computation on the vertices.
– amd
Jun 29 at 21:14












Also, you’re working in 3-D: the vertices are “clockwise” relative to what?
– amd
Jun 29 at 21:15




Also, you’re working in 3-D: the vertices are “clockwise” relative to what?
– amd
Jun 29 at 21:15










2 Answers
2






active

oldest

votes


















3














Let's say the three vertices of the triangle are
$$
vec{v}_1 = left [ begin{matrix} x_1 \ y_1 \ z_1 end{matrix} right ],
quad
vec{v}_2 = left [ begin{matrix} x_2 \ y_2 \ z_2 end{matrix} right ],
quad
vec{v}_3 = left [ begin{matrix} x_3 \ y_3 \ z_3 end{matrix} right ]
$$
You can construct a two-dimensional coordinate system, where $vec{v}_1$ is at origin, $vec{v}_2$ is on the positive $x$ axis, and $vec{v}_3$ is somewhere above the $x$ axis (i.e., has a positive $y$ coordinate).



If we use
$$vec{V}_1 = left [ begin{matrix} 0 \ 0 end{matrix} right ], quad
vec{V}_2 = left [ begin{matrix} h \ 0 end{matrix} right ], quad
vec{V}_3 = left [ begin{matrix} i \ j end{matrix} right ]$$
then the rules to keep the edge lengths intact are
$$leftlbracebegin{aligned}
h^2 &= lVert vec{v}_2 - vec{v}_1 rVert^2 \
i^2 + j^2 &= lVert vec{v}_3 - vec{v}_1 rVert^2 \
(h-i)^2 + j^2 &= lVert vec{v}_3 - vec{v}_2 rVert^2
end{aligned}right.$$
i.e.
$$leftlbracebegin{aligned}
h^2 &= (x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2 \
i^2 + j^2 &= (x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 \
(h-i)^2 + j^2 &= (x_3 - x_2)^2 + (y_3 - y_2)^2 + (z_3 - z_2)^2
end{aligned}right.$$
If the three points are all separate and not on the same line, there is a solution:
$$begin{aligned}
h &= sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2} \
i &= frac{(x_3 - x_1)(x_2 - x_1) + (y_3 - y_1)(y_2 - y_1) + (z_3 - z_1)(z_2 - z_1)}{h} \
j &= sqrt{(x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 - i^2}
end{aligned}$$
This means that in the triangle, if we drop a line from the third vertex, perpendicular to the line between the first two vertices, the two lines intersect at distance $i$ from the first vertex towards the second vertex. (But note that $i$ can be negative, meaning the opposite direction.) The distance between the third vertex and the intersection is $j$.



OP has a triangle with $z_1 = z_2 = 0$, and wants to find out where the third vertex would be, if the triangle is rotated around the first edge to bring the third vertex to the $xy$ plane.



First, we need two unit vectors. The first unit vector, $hat{u}$, is from $vec{v}_1$ towards $vec{v}_2$:
$$hat{u} = frac{vec{v}_2 - vec{v}_1}{lVertvec{v}_2 - vec{v}_1rVert} = left [ begin{matrix} frac{x_2 - x_1}{h} \ frac{y_2 - y_1}{h} \ 0 end{matrix} right ]$$
The second vector is perpendicular to the first, but also on the $xy$ plane. There are two options:
$$hat{v}_{+} = left [ begin{matrix} frac{y_2 - y_1}{h} \ frac{x_1 - x_2}{h} \ 0 end{matrix} right ] quad text{or} quad
hat{v}_{-} = left [ begin{matrix} frac{y_1 - y_2}{h} \ frac{x_2 - x_1}{h} \ 0 end{matrix} right ]$$
Typically, you pick the one that is in the same halfspace as $vec{v}_3$, i.e. has the larger (positive) dot product; this corresponds to the smaller rotation angle:
$$hat{v} = begin{cases}
hat{v}_{+}, & hat{v}_{+} cdot vec{v}_3 ge hat{v}_{-} cdot vec{v}_3 \
hat{v}_{-}, & hat{v}_{+} cdot vec{v}_3 lt hat{v}_{-} cdot vec{v}_3 end{cases}$$



Then, the location of the third vertex on the $xy$ plane is $vec{v}_3^prime$,
$$vec{v}_3^prime = vec{v}_1 + i hat{u} + j hat{v}$$



This is the exact same location you get, if you rotate the triangle around the edge between vertices $vec{v}_1$ and $vec{v}_2$, bringing the third vertex also to the $xy$ plane. The two options, $hat{v}_{+}$ and $hat{v}_{-}$ correspond to rotations that differ by 180°.






share|cite|improve this answer





























    2














    Given three points $p_1$, $p_2$ and $p_3$.



    Define two circles $C_1$ with $p_1$ as center and $l_1$ as radius and $C_2$ with $p_2$ as center and $l_2$ as radius.



    Where $l_1 = |p_1 - p_3|$ and $l_2 = |p_2 - p_3|$ .



    The intersection of circles $C_1$ and $C_2$ define two points, one of which can be identified with the point $p_3$.



    Now, given any arbitrary plane with normal $n$ containing the points $p_1$ and $p_2$ you can compute the point $p_3$ as one of the intersection points of the above two circles both defined with normal $n$.



    See: circle circle intersection + cordinates + 3d + normal plane






    share|cite|improve this answer





















      Your Answer





      StackExchange.ifUsing("editor", function () {
      return StackExchange.using("mathjaxEditing", function () {
      StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
      StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
      });
      });
      }, "mathjax-editing");

      StackExchange.ready(function() {
      var channelOptions = {
      tags: "".split(" "),
      id: "69"
      };
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function() {
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled) {
      StackExchange.using("snippets", function() {
      createEditor();
      });
      }
      else {
      createEditor();
      }
      });

      function createEditor() {
      StackExchange.prepareEditor({
      heartbeatType: 'answer',
      autoActivateHeartbeat: false,
      convertImagesToLinks: true,
      noModals: true,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: 10,
      bindNavPrevention: true,
      postfix: "",
      imageUploader: {
      brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
      contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
      allowUrls: true
      },
      noCode: true, onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      });


      }
      });














      draft saved

      draft discarded


















      StackExchange.ready(
      function () {
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f2836060%2fflatten-3d-triangle-while-maintaining-edge-lengths%23new-answer', 'question_page');
      }
      );

      Post as a guest















      Required, but never shown

























      2 Answers
      2






      active

      oldest

      votes








      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      3














      Let's say the three vertices of the triangle are
      $$
      vec{v}_1 = left [ begin{matrix} x_1 \ y_1 \ z_1 end{matrix} right ],
      quad
      vec{v}_2 = left [ begin{matrix} x_2 \ y_2 \ z_2 end{matrix} right ],
      quad
      vec{v}_3 = left [ begin{matrix} x_3 \ y_3 \ z_3 end{matrix} right ]
      $$
      You can construct a two-dimensional coordinate system, where $vec{v}_1$ is at origin, $vec{v}_2$ is on the positive $x$ axis, and $vec{v}_3$ is somewhere above the $x$ axis (i.e., has a positive $y$ coordinate).



      If we use
      $$vec{V}_1 = left [ begin{matrix} 0 \ 0 end{matrix} right ], quad
      vec{V}_2 = left [ begin{matrix} h \ 0 end{matrix} right ], quad
      vec{V}_3 = left [ begin{matrix} i \ j end{matrix} right ]$$
      then the rules to keep the edge lengths intact are
      $$leftlbracebegin{aligned}
      h^2 &= lVert vec{v}_2 - vec{v}_1 rVert^2 \
      i^2 + j^2 &= lVert vec{v}_3 - vec{v}_1 rVert^2 \
      (h-i)^2 + j^2 &= lVert vec{v}_3 - vec{v}_2 rVert^2
      end{aligned}right.$$
      i.e.
      $$leftlbracebegin{aligned}
      h^2 &= (x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2 \
      i^2 + j^2 &= (x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 \
      (h-i)^2 + j^2 &= (x_3 - x_2)^2 + (y_3 - y_2)^2 + (z_3 - z_2)^2
      end{aligned}right.$$
      If the three points are all separate and not on the same line, there is a solution:
      $$begin{aligned}
      h &= sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2} \
      i &= frac{(x_3 - x_1)(x_2 - x_1) + (y_3 - y_1)(y_2 - y_1) + (z_3 - z_1)(z_2 - z_1)}{h} \
      j &= sqrt{(x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 - i^2}
      end{aligned}$$
      This means that in the triangle, if we drop a line from the third vertex, perpendicular to the line between the first two vertices, the two lines intersect at distance $i$ from the first vertex towards the second vertex. (But note that $i$ can be negative, meaning the opposite direction.) The distance between the third vertex and the intersection is $j$.



      OP has a triangle with $z_1 = z_2 = 0$, and wants to find out where the third vertex would be, if the triangle is rotated around the first edge to bring the third vertex to the $xy$ plane.



      First, we need two unit vectors. The first unit vector, $hat{u}$, is from $vec{v}_1$ towards $vec{v}_2$:
      $$hat{u} = frac{vec{v}_2 - vec{v}_1}{lVertvec{v}_2 - vec{v}_1rVert} = left [ begin{matrix} frac{x_2 - x_1}{h} \ frac{y_2 - y_1}{h} \ 0 end{matrix} right ]$$
      The second vector is perpendicular to the first, but also on the $xy$ plane. There are two options:
      $$hat{v}_{+} = left [ begin{matrix} frac{y_2 - y_1}{h} \ frac{x_1 - x_2}{h} \ 0 end{matrix} right ] quad text{or} quad
      hat{v}_{-} = left [ begin{matrix} frac{y_1 - y_2}{h} \ frac{x_2 - x_1}{h} \ 0 end{matrix} right ]$$
      Typically, you pick the one that is in the same halfspace as $vec{v}_3$, i.e. has the larger (positive) dot product; this corresponds to the smaller rotation angle:
      $$hat{v} = begin{cases}
      hat{v}_{+}, & hat{v}_{+} cdot vec{v}_3 ge hat{v}_{-} cdot vec{v}_3 \
      hat{v}_{-}, & hat{v}_{+} cdot vec{v}_3 lt hat{v}_{-} cdot vec{v}_3 end{cases}$$



      Then, the location of the third vertex on the $xy$ plane is $vec{v}_3^prime$,
      $$vec{v}_3^prime = vec{v}_1 + i hat{u} + j hat{v}$$



      This is the exact same location you get, if you rotate the triangle around the edge between vertices $vec{v}_1$ and $vec{v}_2$, bringing the third vertex also to the $xy$ plane. The two options, $hat{v}_{+}$ and $hat{v}_{-}$ correspond to rotations that differ by 180°.






      share|cite|improve this answer


























        3














        Let's say the three vertices of the triangle are
        $$
        vec{v}_1 = left [ begin{matrix} x_1 \ y_1 \ z_1 end{matrix} right ],
        quad
        vec{v}_2 = left [ begin{matrix} x_2 \ y_2 \ z_2 end{matrix} right ],
        quad
        vec{v}_3 = left [ begin{matrix} x_3 \ y_3 \ z_3 end{matrix} right ]
        $$
        You can construct a two-dimensional coordinate system, where $vec{v}_1$ is at origin, $vec{v}_2$ is on the positive $x$ axis, and $vec{v}_3$ is somewhere above the $x$ axis (i.e., has a positive $y$ coordinate).



        If we use
        $$vec{V}_1 = left [ begin{matrix} 0 \ 0 end{matrix} right ], quad
        vec{V}_2 = left [ begin{matrix} h \ 0 end{matrix} right ], quad
        vec{V}_3 = left [ begin{matrix} i \ j end{matrix} right ]$$
        then the rules to keep the edge lengths intact are
        $$leftlbracebegin{aligned}
        h^2 &= lVert vec{v}_2 - vec{v}_1 rVert^2 \
        i^2 + j^2 &= lVert vec{v}_3 - vec{v}_1 rVert^2 \
        (h-i)^2 + j^2 &= lVert vec{v}_3 - vec{v}_2 rVert^2
        end{aligned}right.$$
        i.e.
        $$leftlbracebegin{aligned}
        h^2 &= (x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2 \
        i^2 + j^2 &= (x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 \
        (h-i)^2 + j^2 &= (x_3 - x_2)^2 + (y_3 - y_2)^2 + (z_3 - z_2)^2
        end{aligned}right.$$
        If the three points are all separate and not on the same line, there is a solution:
        $$begin{aligned}
        h &= sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2} \
        i &= frac{(x_3 - x_1)(x_2 - x_1) + (y_3 - y_1)(y_2 - y_1) + (z_3 - z_1)(z_2 - z_1)}{h} \
        j &= sqrt{(x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 - i^2}
        end{aligned}$$
        This means that in the triangle, if we drop a line from the third vertex, perpendicular to the line between the first two vertices, the two lines intersect at distance $i$ from the first vertex towards the second vertex. (But note that $i$ can be negative, meaning the opposite direction.) The distance between the third vertex and the intersection is $j$.



        OP has a triangle with $z_1 = z_2 = 0$, and wants to find out where the third vertex would be, if the triangle is rotated around the first edge to bring the third vertex to the $xy$ plane.



        First, we need two unit vectors. The first unit vector, $hat{u}$, is from $vec{v}_1$ towards $vec{v}_2$:
        $$hat{u} = frac{vec{v}_2 - vec{v}_1}{lVertvec{v}_2 - vec{v}_1rVert} = left [ begin{matrix} frac{x_2 - x_1}{h} \ frac{y_2 - y_1}{h} \ 0 end{matrix} right ]$$
        The second vector is perpendicular to the first, but also on the $xy$ plane. There are two options:
        $$hat{v}_{+} = left [ begin{matrix} frac{y_2 - y_1}{h} \ frac{x_1 - x_2}{h} \ 0 end{matrix} right ] quad text{or} quad
        hat{v}_{-} = left [ begin{matrix} frac{y_1 - y_2}{h} \ frac{x_2 - x_1}{h} \ 0 end{matrix} right ]$$
        Typically, you pick the one that is in the same halfspace as $vec{v}_3$, i.e. has the larger (positive) dot product; this corresponds to the smaller rotation angle:
        $$hat{v} = begin{cases}
        hat{v}_{+}, & hat{v}_{+} cdot vec{v}_3 ge hat{v}_{-} cdot vec{v}_3 \
        hat{v}_{-}, & hat{v}_{+} cdot vec{v}_3 lt hat{v}_{-} cdot vec{v}_3 end{cases}$$



        Then, the location of the third vertex on the $xy$ plane is $vec{v}_3^prime$,
        $$vec{v}_3^prime = vec{v}_1 + i hat{u} + j hat{v}$$



        This is the exact same location you get, if you rotate the triangle around the edge between vertices $vec{v}_1$ and $vec{v}_2$, bringing the third vertex also to the $xy$ plane. The two options, $hat{v}_{+}$ and $hat{v}_{-}$ correspond to rotations that differ by 180°.






        share|cite|improve this answer
























          3












          3








          3






          Let's say the three vertices of the triangle are
          $$
          vec{v}_1 = left [ begin{matrix} x_1 \ y_1 \ z_1 end{matrix} right ],
          quad
          vec{v}_2 = left [ begin{matrix} x_2 \ y_2 \ z_2 end{matrix} right ],
          quad
          vec{v}_3 = left [ begin{matrix} x_3 \ y_3 \ z_3 end{matrix} right ]
          $$
          You can construct a two-dimensional coordinate system, where $vec{v}_1$ is at origin, $vec{v}_2$ is on the positive $x$ axis, and $vec{v}_3$ is somewhere above the $x$ axis (i.e., has a positive $y$ coordinate).



          If we use
          $$vec{V}_1 = left [ begin{matrix} 0 \ 0 end{matrix} right ], quad
          vec{V}_2 = left [ begin{matrix} h \ 0 end{matrix} right ], quad
          vec{V}_3 = left [ begin{matrix} i \ j end{matrix} right ]$$
          then the rules to keep the edge lengths intact are
          $$leftlbracebegin{aligned}
          h^2 &= lVert vec{v}_2 - vec{v}_1 rVert^2 \
          i^2 + j^2 &= lVert vec{v}_3 - vec{v}_1 rVert^2 \
          (h-i)^2 + j^2 &= lVert vec{v}_3 - vec{v}_2 rVert^2
          end{aligned}right.$$
          i.e.
          $$leftlbracebegin{aligned}
          h^2 &= (x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2 \
          i^2 + j^2 &= (x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 \
          (h-i)^2 + j^2 &= (x_3 - x_2)^2 + (y_3 - y_2)^2 + (z_3 - z_2)^2
          end{aligned}right.$$
          If the three points are all separate and not on the same line, there is a solution:
          $$begin{aligned}
          h &= sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2} \
          i &= frac{(x_3 - x_1)(x_2 - x_1) + (y_3 - y_1)(y_2 - y_1) + (z_3 - z_1)(z_2 - z_1)}{h} \
          j &= sqrt{(x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 - i^2}
          end{aligned}$$
          This means that in the triangle, if we drop a line from the third vertex, perpendicular to the line between the first two vertices, the two lines intersect at distance $i$ from the first vertex towards the second vertex. (But note that $i$ can be negative, meaning the opposite direction.) The distance between the third vertex and the intersection is $j$.



          OP has a triangle with $z_1 = z_2 = 0$, and wants to find out where the third vertex would be, if the triangle is rotated around the first edge to bring the third vertex to the $xy$ plane.



          First, we need two unit vectors. The first unit vector, $hat{u}$, is from $vec{v}_1$ towards $vec{v}_2$:
          $$hat{u} = frac{vec{v}_2 - vec{v}_1}{lVertvec{v}_2 - vec{v}_1rVert} = left [ begin{matrix} frac{x_2 - x_1}{h} \ frac{y_2 - y_1}{h} \ 0 end{matrix} right ]$$
          The second vector is perpendicular to the first, but also on the $xy$ plane. There are two options:
          $$hat{v}_{+} = left [ begin{matrix} frac{y_2 - y_1}{h} \ frac{x_1 - x_2}{h} \ 0 end{matrix} right ] quad text{or} quad
          hat{v}_{-} = left [ begin{matrix} frac{y_1 - y_2}{h} \ frac{x_2 - x_1}{h} \ 0 end{matrix} right ]$$
          Typically, you pick the one that is in the same halfspace as $vec{v}_3$, i.e. has the larger (positive) dot product; this corresponds to the smaller rotation angle:
          $$hat{v} = begin{cases}
          hat{v}_{+}, & hat{v}_{+} cdot vec{v}_3 ge hat{v}_{-} cdot vec{v}_3 \
          hat{v}_{-}, & hat{v}_{+} cdot vec{v}_3 lt hat{v}_{-} cdot vec{v}_3 end{cases}$$



          Then, the location of the third vertex on the $xy$ plane is $vec{v}_3^prime$,
          $$vec{v}_3^prime = vec{v}_1 + i hat{u} + j hat{v}$$



          This is the exact same location you get, if you rotate the triangle around the edge between vertices $vec{v}_1$ and $vec{v}_2$, bringing the third vertex also to the $xy$ plane. The two options, $hat{v}_{+}$ and $hat{v}_{-}$ correspond to rotations that differ by 180°.






          share|cite|improve this answer












          Let's say the three vertices of the triangle are
          $$
          vec{v}_1 = left [ begin{matrix} x_1 \ y_1 \ z_1 end{matrix} right ],
          quad
          vec{v}_2 = left [ begin{matrix} x_2 \ y_2 \ z_2 end{matrix} right ],
          quad
          vec{v}_3 = left [ begin{matrix} x_3 \ y_3 \ z_3 end{matrix} right ]
          $$
          You can construct a two-dimensional coordinate system, where $vec{v}_1$ is at origin, $vec{v}_2$ is on the positive $x$ axis, and $vec{v}_3$ is somewhere above the $x$ axis (i.e., has a positive $y$ coordinate).



          If we use
          $$vec{V}_1 = left [ begin{matrix} 0 \ 0 end{matrix} right ], quad
          vec{V}_2 = left [ begin{matrix} h \ 0 end{matrix} right ], quad
          vec{V}_3 = left [ begin{matrix} i \ j end{matrix} right ]$$
          then the rules to keep the edge lengths intact are
          $$leftlbracebegin{aligned}
          h^2 &= lVert vec{v}_2 - vec{v}_1 rVert^2 \
          i^2 + j^2 &= lVert vec{v}_3 - vec{v}_1 rVert^2 \
          (h-i)^2 + j^2 &= lVert vec{v}_3 - vec{v}_2 rVert^2
          end{aligned}right.$$
          i.e.
          $$leftlbracebegin{aligned}
          h^2 &= (x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2 \
          i^2 + j^2 &= (x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 \
          (h-i)^2 + j^2 &= (x_3 - x_2)^2 + (y_3 - y_2)^2 + (z_3 - z_2)^2
          end{aligned}right.$$
          If the three points are all separate and not on the same line, there is a solution:
          $$begin{aligned}
          h &= sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2} \
          i &= frac{(x_3 - x_1)(x_2 - x_1) + (y_3 - y_1)(y_2 - y_1) + (z_3 - z_1)(z_2 - z_1)}{h} \
          j &= sqrt{(x_3 - x_1)^2 + (y_3 - y_1)^2 + (z_3 - z_1)^2 - i^2}
          end{aligned}$$
          This means that in the triangle, if we drop a line from the third vertex, perpendicular to the line between the first two vertices, the two lines intersect at distance $i$ from the first vertex towards the second vertex. (But note that $i$ can be negative, meaning the opposite direction.) The distance between the third vertex and the intersection is $j$.



          OP has a triangle with $z_1 = z_2 = 0$, and wants to find out where the third vertex would be, if the triangle is rotated around the first edge to bring the third vertex to the $xy$ plane.



          First, we need two unit vectors. The first unit vector, $hat{u}$, is from $vec{v}_1$ towards $vec{v}_2$:
          $$hat{u} = frac{vec{v}_2 - vec{v}_1}{lVertvec{v}_2 - vec{v}_1rVert} = left [ begin{matrix} frac{x_2 - x_1}{h} \ frac{y_2 - y_1}{h} \ 0 end{matrix} right ]$$
          The second vector is perpendicular to the first, but also on the $xy$ plane. There are two options:
          $$hat{v}_{+} = left [ begin{matrix} frac{y_2 - y_1}{h} \ frac{x_1 - x_2}{h} \ 0 end{matrix} right ] quad text{or} quad
          hat{v}_{-} = left [ begin{matrix} frac{y_1 - y_2}{h} \ frac{x_2 - x_1}{h} \ 0 end{matrix} right ]$$
          Typically, you pick the one that is in the same halfspace as $vec{v}_3$, i.e. has the larger (positive) dot product; this corresponds to the smaller rotation angle:
          $$hat{v} = begin{cases}
          hat{v}_{+}, & hat{v}_{+} cdot vec{v}_3 ge hat{v}_{-} cdot vec{v}_3 \
          hat{v}_{-}, & hat{v}_{+} cdot vec{v}_3 lt hat{v}_{-} cdot vec{v}_3 end{cases}$$



          Then, the location of the third vertex on the $xy$ plane is $vec{v}_3^prime$,
          $$vec{v}_3^prime = vec{v}_1 + i hat{u} + j hat{v}$$



          This is the exact same location you get, if you rotate the triangle around the edge between vertices $vec{v}_1$ and $vec{v}_2$, bringing the third vertex also to the $xy$ plane. The two options, $hat{v}_{+}$ and $hat{v}_{-}$ correspond to rotations that differ by 180°.







          share|cite|improve this answer












          share|cite|improve this answer



          share|cite|improve this answer










          answered Jun 29 at 20:04









          Nominal Animal

          6,7252517




          6,7252517























              2














              Given three points $p_1$, $p_2$ and $p_3$.



              Define two circles $C_1$ with $p_1$ as center and $l_1$ as radius and $C_2$ with $p_2$ as center and $l_2$ as radius.



              Where $l_1 = |p_1 - p_3|$ and $l_2 = |p_2 - p_3|$ .



              The intersection of circles $C_1$ and $C_2$ define two points, one of which can be identified with the point $p_3$.



              Now, given any arbitrary plane with normal $n$ containing the points $p_1$ and $p_2$ you can compute the point $p_3$ as one of the intersection points of the above two circles both defined with normal $n$.



              See: circle circle intersection + cordinates + 3d + normal plane






              share|cite|improve this answer


























                2














                Given three points $p_1$, $p_2$ and $p_3$.



                Define two circles $C_1$ with $p_1$ as center and $l_1$ as radius and $C_2$ with $p_2$ as center and $l_2$ as radius.



                Where $l_1 = |p_1 - p_3|$ and $l_2 = |p_2 - p_3|$ .



                The intersection of circles $C_1$ and $C_2$ define two points, one of which can be identified with the point $p_3$.



                Now, given any arbitrary plane with normal $n$ containing the points $p_1$ and $p_2$ you can compute the point $p_3$ as one of the intersection points of the above two circles both defined with normal $n$.



                See: circle circle intersection + cordinates + 3d + normal plane






                share|cite|improve this answer
























                  2












                  2








                  2






                  Given three points $p_1$, $p_2$ and $p_3$.



                  Define two circles $C_1$ with $p_1$ as center and $l_1$ as radius and $C_2$ with $p_2$ as center and $l_2$ as radius.



                  Where $l_1 = |p_1 - p_3|$ and $l_2 = |p_2 - p_3|$ .



                  The intersection of circles $C_1$ and $C_2$ define two points, one of which can be identified with the point $p_3$.



                  Now, given any arbitrary plane with normal $n$ containing the points $p_1$ and $p_2$ you can compute the point $p_3$ as one of the intersection points of the above two circles both defined with normal $n$.



                  See: circle circle intersection + cordinates + 3d + normal plane






                  share|cite|improve this answer












                  Given three points $p_1$, $p_2$ and $p_3$.



                  Define two circles $C_1$ with $p_1$ as center and $l_1$ as radius and $C_2$ with $p_2$ as center and $l_2$ as radius.



                  Where $l_1 = |p_1 - p_3|$ and $l_2 = |p_2 - p_3|$ .



                  The intersection of circles $C_1$ and $C_2$ define two points, one of which can be identified with the point $p_3$.



                  Now, given any arbitrary plane with normal $n$ containing the points $p_1$ and $p_2$ you can compute the point $p_3$ as one of the intersection points of the above two circles both defined with normal $n$.



                  See: circle circle intersection + cordinates + 3d + normal plane







                  share|cite|improve this answer












                  share|cite|improve this answer



                  share|cite|improve this answer










                  answered Jun 29 at 22:26









                  Mauricio Cele Lopez Belon

                  56748




                  56748






























                      draft saved

                      draft discarded




















































                      Thanks for contributing an answer to Mathematics Stack Exchange!


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid



                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.


                      Use MathJax to format equations. MathJax reference.


                      To learn more, see our tips on writing great answers.





                      Some of your past answers have not been well-received, and you're in danger of being blocked from answering.


                      Please pay close attention to the following guidance:


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid



                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.


                      To learn more, see our tips on writing great answers.




                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function () {
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f2836060%2fflatten-3d-triangle-while-maintaining-edge-lengths%23new-answer', 'question_page');
                      }
                      );

                      Post as a guest















                      Required, but never shown





















































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown

































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown







                      Popular posts from this blog

                      Plaza Victoria

                      In PowerPoint, is there a keyboard shortcut for bulleted / numbered list?

                      How to put 3 figures in Latex with 2 figures side by side and 1 below these side by side images but in...