RE: [Algorithms] dynamics in left-handed coordinate frames
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From: Jon W. <hp...@mi...> - 2004-01-13 17:22:03
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> A maths/dynamics question really for anyone who has tried doing > rigid body dynamics in a left handed world. I'm wondering what or > if there is a "usual" way to treat vector x-products / Coriolis / > and so on in a left handed coordinate system. Math is handed-less. X cross Y equals Z in RH and LH systems. Z, rotated +90 degrees about Y, yields X in RH and LH systems. The two worlds are the same; they're just mirrored. As long as you always use a consistent convention, the numbers are all the same. Note that the "change triangle winding" rule to do backface culling in LH vs RH come from "consistent convention": In a RH system, counter-clockwise is the same as RH spin around the angle going out of the screen; in a LH system, positive spin around the out-the-screen axis is clockwise. As long as you're careful about putting numbers in, and taking numbers out, using a consistent coordinate system, you'll be OK. This is no different from, say, matching units of force to units of mass, except it's a rather binary unit :-) Cheers, / h+ |