MatricesThe Identity Matrix: Matrices are what make 3d applications tick. If we didn't have matrices, rotation and translation would be impossible. We would have to directly set each vertex in a scene by hand! That is a nasty idea for any programmer with 3d experience. A standard matrix in a 3d world is 4x4.
If you multiplied a point through the matrix above, it would be equivalent to multiplying it by one- no change would take place. That is called an Identity matrix. Naturally we want a bit more than that, so we also have the... The Translation Matrix: tx, ty and tz represent our translation values.
The Rotation Matrix: Rotation on X Axis.
Rotation on Y Axis.
Rotation on Z Axis.
The Scale Matrix: sx, sy and sz represent our scale values.
You can combine these matrices by multiplying them together. Transforming a point through any of these matrices will have the desired result. Notice that translation changes the axis for any other operation. If you translated -5, and rotated on the y axis, the center axis will be at 0, 0, -5. |