I'm assuming that the R (rotation matrix) and t (the translation vector) you obtained were w.r.t a world coordinate system with (0,0,0)
as the origin.
With R and t you can now move a point from the world coordinate system (WC) to the camera coordinate system (CC), i.e. Xc = RX + t where X is a 3D point in WC and Xc is X in CC (i.e. seen from the camera's point of view). This is applicable assuming we're dealing with rigid bodies so we just rotate the point and then translate it.
Now, you need to find the coordinates of the camera center which is the origin of CC, or when Xc = 0:
0 = RC + t where C is the 3D coordinates of the camera center in WC. By solving for C we get,
C = -R-1t
And by the way,
A correction in your documentation
Transposing and multiplying the rotation matrix does not change the rotation matrix --- a rotation matrix is orthogonal which means it's transpose is equal to its inverse and therefore, (RT)-1 = R.