- this project is created, since I relealised by reviewing matrix roation, that I saw the transformation matrix in the classic rotation cube video Video Link
- However, Im going to use a row-major, right-handed coordinate system, since it was introduced by ScratchAPixel ScratchAPixel
- Here are my notes from the theory:
- lets say on the x axis, we have the Point
$Point = (1, 0, 0)$ , by rotating it of$\theta = 90°$ and getting$P_T = (0, 1, 0)$ → This rotation R_00 otates P to 90° counterclockwise (thats why we getting from the X to the Y axis and not the -Y axis) - The calculation is:
- Cosine and sine can be used to determine the coordinates of a point on both axises
→ for a point on the unit circle, its x and y coordinates with the cosine and sine of the angle
$\theta$ , respectively:
- The matrices for rotaion around the x and y axes can be derived similary with
$R_x$ affecting rotation in the yz plane and$R_y$ in the xz plane. Those are the matrices for right handed and row-major matrices (completly different formula when using a different system). We are transforming a point via$\dot{v} = vR$ and not$\dot{v} = Rv$ . There is no right and wrong here, but its the most used one:
Screenshot from the terminal output
- ScratchAPixel for the Matrix and Linear Algebra refresh ScratchAPixel
- Code Fiction Video Link
