Rotations in Three Dimensions Part Two: Rotation Matrices.
Tutorial Details:
Graphics Rotation Matrices
The way presented for doing rotations in the last tutorial wasn't really a good one. It works just fine in two dimensions, but as soon as you want to rotate around the X or Y-axes, it becomes more difficult. Sure, it's easy to make equations that will represent a rotation on any one of those axes, but just go ahead and try to make equations that will represent changes on three axes at once. If you manage to pull that off, make sure to let us know. Meanwhile, I'll present a way to do the rotations with matrices.
Matrices might seem scary, especially to someone who has never used them before. However, they really aren't too difficult to use. They're also very powerful. The first thing to note is that it is possible to use a vector to specify a point in 3d space. Basically, every point is a displacement from the origin by a certain amount, which is described by the vector. Vectors are useful for lots of other things as well, and perhaps someday I'll write about some of those. Meanwhile, we'll just use them for storing points.
A vector can be multiplied by a matrix, and after the multiplication, you'll get a new vector. This may seem useless, but when you multiply the vector by the right matrix, you'll get a point that has been transformed by the matrix.
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