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Mathematics and Physics for Programmers, Second Edition by Danny Kodicek, John Patrick Flynt

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Chapter 18. Transforms

Overview

You’ve already seen how a 2-D matrix can be used to describe a sequence of transformations in 2-D space. In this chapter, you’ll look at the 3-D equivalent of this, the transform. You’ll also see how transforms can be used to create objects with relationships to each other.

Describing Locations in Space

The 3-D world is populated by objects called models. Models are sets of vertices joined together in triangles to make a mesh. In order to work out where these models are, the 3-D engine treats them as a single object called a node. The node is associated with a particular location and orientation. The 3-D engine works out the positions of the vertices ...

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