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Coordinate systems

Started by clapton 5 replies 750+ views
Original Post
clapton
clapton
Hello! I've got two short questions. In a book I am reading the author gives a way to determine direction of a x b in left/right-handed coordinate systems. He says that we have to place the tail of b at the head of a and examine whether we make a clockwise or counterclockwise turn. Then, author marks that aligning vectors tail-to-tails won't give correct results. I can't see a difference between 'tait-to-tail' and 'tail-to-head' alignment when examining the rotation direction. Am I wrong ? The following question might sound silly but I couldn't find any straight answer. Does the handiness of the coordinate system determine the use of row or column vectors? Or is it something unrelated? Can I simply choose to use column rather than row vectors in a left-handed system? Thank you for your help.
___Quote: Know where basis goes, know where rest goes.
Zakwayda
Zakwayda
Quote:
Original post by clapton
Hello!

I've got two short questions.

In a book I am reading the author gives a way to determine direction of a x b in left/right-handed coordinate systems. He says that we have to place the tail of b at the head of a and examine whether we make a clockwise or counterclockwise turn. Then, author marks that aligning vectors tail-to-tails won't give correct results. I can't see a difference between 'tait-to-tail' and 'tail-to-head' alignment when examining the rotation direction. Am I wrong ?
What book is it? If I have it I'll take a look.
Quote:
The following question might sound silly but I couldn't find any straight answer. Does the handiness of the coordinate system determine the use of row or column vectors? Or is it something unrelated? Can I simply choose to use column rather than row vectors in a left-handed system?
Coordinate system handedness, row or column vectors, and matrix 'majorness' are not tied together in any way; you can 'mix and match' these conventions in whatever way you see fit. If you're using one of the two leading APIs though (DirectX/OpenGL) you'll probably be happiest if you adopt its conventions.
clapton
clapton
Quote:
Original post by jyk4What book is it? If I have it I'll take a look.4


3D Math Primier for Graphics and Game Development, Wordware 2002, Fletcher Dunn. Page 65. Just remember that I could have misunderstood something.

Quote:
Coordinate system handedness, row or column vectors, and matrix 'majorness' are not tied together in any way;


Great. That's exactly what I wanted to hear!

Thank you
___Quote: Know where basis goes, know where rest goes.
Zakwayda
Zakwayda
Quote:
Original post by clapton
3D Math Primier for Graphics and Game Development, Wordware 2002, Fletcher Dunn. Page 65. Just remember that I could have misunderstood something.
I don't think that particular detail is very important, as long as you understand the concept. You can figure out the direction of the cross product whether the vectors are head-to-tail or tail-to-tail; you just have to think about it a little differently.

Here's the way I remember the cross product direction. Hold up your left or right hand as appropriate, with your fingers outstretched and your thumb extended perpendicular to them (as if you were going to shake someone's hand). Then bend your fingers inward. If your fingers point in the direction of v1 initially, and after bending them they point in the direction of v2, then your thumb points in the direction of v1Xv2. The 'clockwise/counterclockwise' concept described in 3D Math Primer is just a different expression of this concept.
clapton
clapton
Quote:
Original post by jyk
You can figure out the direction of the cross product whether the vectors are head-to-tail or tail-to-tail; you just have to think about it a little differently.

The thing is that in my opinion there is no difference between aligning vectors head-to-tail and tail-to-tail when determining the direction of the resulting vector. In h-to-t case you 'extend' the a vector which is equal to simply aligning both vectors tail-to-tail. What do you think ?

Thanks for your help, jyk :)

___Quote: Know where basis goes, know where rest goes.
Zakwayda
Zakwayda
Quote:
Original post by clapton
The thing is that in my opinion there is no difference between aligning vectors head-to-tail and tail-to-tail when determining the direction of the resulting vector. In h-to-t case you 'extend' the a vector which is equal to simply aligning both vectors tail-to-tail. What do you think ?
I agree, in this case I think it's just two different ways of looking at the same thing :-)
clapton
clapton
Great! Thanks for making me calm about this one, jyk! :)
___Quote: Know where basis goes, know where rest goes.

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