I have a plane-A which sits on the origin and where every point on the plane has a z coordinate of 0 (so there is no rotation of the plane).
I have plane-B in space and I have a a point (which is the origin) on the plane and a normal so it can be rotated in any axis. The point and normal are in relation to plane-A.
What I want to do is switch them, so I now make plane-B the origin and find out the origin-corner-point of plane-A and its normal. I can't figure out the maths - what do I need to do?
hope that makes sense.
EDIT:
I have plane-A & plane-B in the same 3D space
I have plane-A which I represent with a point [0,0,0] and a normal vector which is [0,0,1] I think (not too sure if I have this correct, every point on the plane has a z coordinate of 0).
I have plane-B which is not parallel to plane-A for which I have a point [a_x, a_y, a_z] and a normal vector [a_rx, a_ry, a_rz].
I want some sort of transformation such that [a_x, a_y, a_z] is now [0,0,0] and the normal vector for plane-A [a_rx, a_ry, a_rz] is [0,0,1] but the "relationship" between plane-A and plane-B stays the same.
The end product is, after the transformation, to get the plane-A point coordinates and plane-A normal vector.