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I'm working in 2D, with 3x3 matrices.

I have an object at position T. I want to rotate/scale around the origin.

  • Origin position O
  • Rotation R
  • Scale S
  • Origin position P

To find my matrix, I would normally do this:

  1. Translate by O
  2. Rotate by R
  3. Scale by S
  4. Translate by -O
  5. Translate by P

Except for the problem I'm working on right now, I need to construct the same transformation matrix, but I don't have the original position O.

Instead, I have the final position (after the scale and rotation) of the object, O'.

I'm not really sure how to tackle this. My gut tells me it's probably very simple, but it's been hounding me for almost an entire day now.

Sticky
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  • I don't understand how you're working with $3\times3$ matrices in 2 dimensions. – Gerry Myerson Mar 18 '14 at 11:37
  • The wording may have been a little unclear, sorry. I'm working in an object in two-dimensional space with 3x3 matrices. A 2D-geometry transformation matrix requires 3x3 matrices, there's an explanation here http://stackoverflow.com/questions/10698962/why-do-2d-transformations-need-3x3-matrices – Sticky Mar 18 '14 at 11:42

0 Answers0