![]() The erudite reader will identify this change of basis formula as a similarity transform. TL DRīelow is the fully general change of basis formula: B = P * A * inverse(P) ![]() I’ll also present one weird trick and who knows, maybe we can just multiply Z by -1. If you need to convert a matrix or vector from a left handed coordinate system to a right handed coordinate system, you know my pain and in the spirit of pragmatism, I’ll present the solution first and then we can dive into the details. I’ve recently been working the USD Unity SDK and one topic that has come up a few times is basis conversion from right-handed systems (like OpenGL/USD) to left-handed systems (like Unity/DirectX). If you’re struggling with coordinate system conversion, enjoy this sunset for a second, knowing your answer is just below.
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