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eGamer

Diagonal Coordinates?

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do you know any link or article that explains "Diagonal Coordinates", i searched internet but no results !!!

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I believe the OP means to have the vectors (1, 1)/sqrt(2) and (-1, 1)/sqrt(2) as vector-space basis instead of the standard (1, 0) and (0,1).

http://mathworld.wolfram.com/VectorSpaceBasis.html

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the owner of this page http://www.chaney.eclipse.co.uk/
uses diagonal coordinates but i could not understand what
he means by "diagonal coordinates" ?

please help.

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Quote:
Original post by egamer
the owner of this page http://www.chaney.eclipse.co.uk/
uses diagonal coordinates ...

The cited page itself doesn't show the keyword "diagonal". There are at least 4 zip files with source and/or documentation. I don't assume that someone will now start to investigate in which particular archives and furthurmore in which files inside that archives the keyword "diagonal" occurs. Most people here haven't enough time to do so.

If I were you, I'd give more details to the community to make answering the question easier, e.g.: What is the context of your usage of diagonal coordinates? What are you going to solve? In which zip and which files inside does it occur? Perhaps it would be useful if you paste a relevant snippet if e.g. the occurance is in a source file.

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It seems that the author is referring to having only diagonal components in the moment of inertia tensor. The remaining components are 0, so that when rotating on one particular axis, one only has to worry about the moment of inertia associated with that particular axis.

http://en.wikipedia.org/wiki/Moment_of_inertia

Is this what you were referring to?

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