Solve Transformation Matrix of Object B in World Coordinates

In summary, to find the transformation matrix of Object B in world coordinates, you will need to know the transformation matrix of Object A in world coordinates and the matrix of Object B in Object A's local coordinates. "Local coordinates" refer to the coordinates of an object in relation to another object, while "world coordinates" refer to the coordinates of an object in relation to a universal center. In this case, Object B (the Moon) has its own local coordinates in relation to Object A (Earth), but we need to find its position in world coordinates, with the center being the Sun. To do this, we will need to use the known transformation matrix of Object A in world coordinates.
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Homework Statement



How to find the transformation matrix of Object B in world coordinates, when you know the transformation matrix of Object A in world coordinates and the matrix of Object B in Object A's
local coordinates

Please help!
 
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What do you mean by "A's local coordinates"?
 
  • #3
HallsofIvy said:
What do you mean by "A's local coordinates"?

there are "World" coordinates and "Local" coordinates

"Local" - object coordinates

Object B is in another(Object A's) local coordinates

Imagine Solar system

It's center is the Sun(x,y,z is 0,0,0) and planets are moving around it's World coordinates. Earth has it's local coordinates and Moon moves around Earth in it's local coordinates

We know Object B's (the Moon) position in Local coordinates(As if the Earth is the center of the Univers(0,0,0) but we don't know the World coordinates where the center is the Sun).
And we know Object A's World transformation matrix

How can I get the matrix transformation of "the Moon" in World coordinates, when we know it's position in local (relative to Earth) coordinates, and transformation matrix of Object A in World coordinates.

Please. Help is needed!
 
Last edited:

1. How do you calculate the transformation matrix of an object in world coordinates?

To calculate the transformation matrix of an object in world coordinates, you first need to know the object's position, rotation, and scale in relation to the world. Then, you can use mathematical operations such as translation, rotation, and scaling to transform the object's local coordinates into world coordinates.

2. What information is needed to solve for the transformation matrix of an object in world coordinates?

To solve for the transformation matrix of an object in world coordinates, you need to know the object's local coordinates, as well as its position, rotation, and scale in relation to the world. This information is typically provided in the form of a 3D model or a set of transformation parameters.

3. Why is it important to solve for the transformation matrix of an object in world coordinates?

Solving for the transformation matrix of an object in world coordinates is important because it allows you to accurately position and orient the object in the world. This is crucial for tasks such as animation, simulation, and computer graphics, where the object's position and orientation need to be precisely defined.

4. What is the difference between local coordinates and world coordinates?

Local coordinates refer to the position and orientation of an object relative to its own origin point. World coordinates, on the other hand, refer to the position and orientation of an object relative to the world origin point. This means that world coordinates take into account the object's position and orientation in relation to other objects in the world, while local coordinates do not.

5. Can you provide an example of how to solve for the transformation matrix of an object in world coordinates?

Yes, for example, let's say we have a cube with a position of (3, 2, 1), a rotation of (45, 30, 10), and a scale of (2, 2, 2) in relation to the world. To solve for the transformation matrix, we would first translate the cube by (3, 2, 1) units, then rotate it by 45 degrees around the X-axis, 30 degrees around the Y-axis, and 10 degrees around the Z-axis, and finally, scale it by a factor of 2 in all directions. This would result in a transformation matrix that can be used to transform the cube's local coordinates into world coordinates.

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