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  Tutorial: C and Cpp Graphics The Basics of 3D rotations Tutorial

The purpose of this tutorial series is to explain the math involved behind rotating points in three dimensions.

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The Basics of 3D rotations

Written by: Confuted The purpose of this tutorial series is to explain the math involved behind rotating points in three dimensions. It will start out by describing how to use a rotation matrix to rotate a point over the Z-axis, simply because this is the easiest rotation to visualize and implement. It's just like a clock hand going around. Then, the tutorials will move on to give you the matrices for rotation over the x and y axes, tell you how to use them, and then give you a matrix which will allow rotations around an arbitrary axis.

Translation matrices will also be covered. There will be talk of cameras and simply rotating objects, and then will move on to quaternions, which are the solution to the problem of gimbal lock, which is encountered when using Euler angles. I may mention some other things, or I may not. The current plan is to type these until I get sick of it.

This first tutorial will be short - mainly because there are so many sources available online and in print which teach about vectors, three-dimensional axes, matrices, vertices, trig and the like. I'll be glad to let you consult those for the basic information that I do not provide here. Please understand the concept of vectors and understand that a triangle has three vertices and any more complex polygon can be made from several triangles before proceeding with these tutorials. An understanding of trigonometry will also be essential for much of the discussion.


 

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