In a graphics engine, I have three three-dimensional orthogonal coordinate systems, O
, A
and B
.
A
and B
are the result of two different transformations from O
. I now want to calculate the transformation matrix R, which takes you from A
to B
. R
should be the rotation and translation with respect to coordinate system A
, not the original coordinate system O
.
Which of the following is correct?
(1) B = A * R or (2) B = R * A
By doing some simple worked examples, it seems that (1) is correct. However, my intuition says that (2) is correct, because the transformation to A
should be applied before the transformation to B
, via R
. Which is it?
Thanks :)
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