OpenGL uses homogeneous coordinates to handle perspective and affine
transformations. The homogeneous point (x, y, z, w)
corresponds
to the Euclidean point (x/w, y/w, z/w)
. The matrices produced by
the functions scaleMatrix
, translationMatrix
, and rotationMatrix
are to be left-multiplied by a row vector
of homogeneous coordinates; alternatively, the transpose of the result
can be right-multiplied by a column vector. The generic functions
scale3d
, translate3d
and rotate3d
apply these transformations
to the obj
argument. The transform3d
function is a synonym
for rotate3d(obj, matrix = matrix)
.
By default, it is assumed that obj
is a row vector
(or a matrix of row vectors) which will be multiplied on the right by
the corresponding matrix, but users may write methods for these generics
which operate differently. Methods are supplied for mesh3d
objects.
To compose transformations, use matrix multiplication. The effect is
to apply the matrix on the left first, followed by the one on the right.
identityMatrix
returns an identity matrix.
scaleMatrix
scales each coordinate by the given factor. In Euclidean
coordinates, (u, v, w)
is transformed to (x*u, y*v, z*w)
.
translationMatrix
translates each coordinate by the given translation, i.e.
(u, v, w)
is transformed to (u + x, v + y, w + z)
.
rotationMatrix
can be called in three ways. With
arguments angle, x, y, z
it represents a rotation
of angle
radians about the axis
x, y, z
. If matrix
is a 3x3 rotation matrix,
it will be converted into the corresponding matrix in 4x4 homogeneous
coordinates. Finally, if a 4x4 matrix is given, it will be returned unchanged.
(The latter behaviour is used to allow transform3d
to act like a
generic function, even though it is not.)
Use asHomogeneous(x)
to convert the Euclidean vector x
to
homogeneous coordinates, and asEuclidean(x)
for the reverse transformation.