I think things are much clearer if you differentiate between a vector (an object) and its coordinates (its representation).
When we talk about a vector, say in , we mean a specific point in it. When we talk intuitively about the coordinates of a vector, this is just actually just shorthand for its "parts" with respect to other vectors (the basis) which we have fixed as "building blocks."
For example, with the usual , the standard basis is
and $\begin{bmatrix} 0\\1 \end{bmatrix}$. Then, a vector, say $\begin{bmatrix} 5\\6 \end{bmatrix}$ is actually $$\begin{bmatrix} 5\\6 \end{bmatrix}=5\begin{bmatrix} 1\\0 \end{bmatrix}+6\begin{bmatrix} 0\\1 \end{bmatrix}.$$ In this case, the vector is no different to its coordinates.
When we change coordinates, we change our reference point (our building blocks; our basis) but not the vector itself. For example, if instead I use the vectors and $\begin{bmatrix} 1\\1 \end{bmatrix}$ as basis, the vector $\begin{bmatrix} 5\\6 \end{bmatrix}$ is now represented by the coordinates $\begin{bmatrix}-1 \\6 \end{bmatrix}$ since $$\begin{bmatrix}5 \\6 \end{bmatrix} = -1\begin{bmatrix} 1\\0 \end{bmatrix} + 6\begin{bmatrix}1 \\1 \end{bmatrix}.$$
The coordinates tell us how much of each building block we need as these are the components that make up our vector.
If you wanted a slightly more involved explanation: When working with linear spaces, these transformations of coordinates are typically handled by change of basis matrices . These represent the identity map with respect to different bases
and
. What these do is that they take the coordinates of a vector
in
and then output the coordinates of
with respect to
.
In symbols, with ,
As an example, let be the standard basis, $D =\lbrace \begin{bmatrix} 1\\0 \end{bmatrix},\begin{bmatrix}1 \\1 \end{bmatrix} \rbrace$ and $v=\begin{bmatrix} 5\\6 \end{bmatrix}.$
We then have .
The coordinates of $\begin{bmatrix} 5\\6 \end{bmatrix}$ with respect to are then given by $$[\begin{bmatrix} 5\\6 \end{bmatrix}]_D = P[v]_B=\begin{bmatrix} 1&-1\\0&1 \end{bmatrix}\begin{bmatrix} 5\\6 \end{bmatrix}=\begin{bmatrix} -1\\6 \end{bmatrix}$$ as we have obtained prior.
If you want to visualize these, think of rotating, changing the angle between or stretching the and
axis in
and then find the coordinates of a vector with respect to the squished and rotated coordinates. You can also easily add translations, although these are no longer linear in the strict sense (linear operations fix the origin). If you involve translations, the transformations you are looking at for changes of coordinates will be called "affine".
For more basic information, I suggest the introductory book by Jim Heffron on linear algebra, which is readily available for free online: https://hefferon.net/linearalgebra/. It is a friendly read and has many examples and exercises.
Answer from F.Tomas on Stack ExchangeHow to transform coordinates from one cartesian system with given unit vectors to another with different unit vectors?
Translate vector from one to another coordinate system.
matrices - Change from one cartesian co-ordinate system to another by translation and rotation. - Mathematics Stack Exchange
algorithm - Converting points into another coordinate system - Stack Overflow
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Hi.
I know this is stupidly easy but I’m always confused by it. Can someone confirm that this is the correct way to relate both coordinate systems? If not, can you point me in the right direction?
https://postimg.cc/TpRvQmW4
Thanks
You should read how to change basis and think in vector, not arrays but the math ones :P
I used to be a game programmer and I did that time after time. Eventually, I got away from using angles. For every object, I had a forward-facing vector and an up vector. You can get the right-facing vector, then, from a cross-product. And all the conversions between spaces become dot products.