SUMMARY
This discussion focuses on calculating offsets in the normal coordinate system when dealing with transformations between local and normal coordinates of 3D objects, specifically cubes. The user describes a scenario where cube1 is positioned at (10,10,10) and cube2 at (10,9,10), and highlights the discrepancies in offsets when applying Euler rotations versus transformation matrices. The solution involves using a transformation matrix to convert coordinates from the normal to the local system, emphasizing the importance of understanding rotation matrices and their properties, particularly that the inverse of an orthogonal matrix is its transpose.
PREREQUISITES
- Understanding of 3D coordinate systems
- Familiarity with Euler rotations and their limitations
- Knowledge of transformation matrices in linear algebra
- Basic grasp of orthogonal matrices and their properties
NEXT STEPS
- Learn how to construct a 2D rotation matrix
- Study the derivation and application of 3D rotation matrices for Euler angles
- Explore the concept of orthogonal matrices and their inverses
- Investigate quaternion rotations as an alternative to Euler angles
USEFUL FOR
This discussion is beneficial for computer graphics developers, game developers, and anyone involved in 3D modeling or simulations who needs to understand coordinate transformations and rotations in three-dimensional space.