Programmer's Paradise has some complete 3D graphics textbooks Don,
http://www.programmersheaven.com

The classics are the books by Foley and Van Dam (Introduction to Computer
Graphics) and by Alan Watts (Computer Graphics?).  These are both
heavyweight jobs, costing �30 - �50 in the UK.  

As a (very) rough guide:

the first 3 rows and columns in various combinations represent the
rotations - it isn't just the values of particular entries, gut the
combinations of values.  
The first 3 rows of column 4 are the x, y and z translations.  
Row 4 is needed to let you put rotations and translations in one matrix

Any more than that needs the maths.

But why bother?  You can set rotations etc. through the Transform3D method
calls.

Tony

At 16:37 10/06/99 -0400, you wrote:
>Can someone point me to further information on the 4x4 matrix of the
>Transform3D object. 
>
>It's mentoned in the API, but not described in detail. In particular, I'd
>like to know what each component does in simple terms. 
>
>Something like:
>
>m00    =       x-rotation
>m01    =       y-rotation
>m02    =       z-rotation
>m03    =       x-translation
>
>m10    =       y-translation
>m11    =       z-translation  etc.................
>
>As you can see from my above guess, I'm totally lost, how do you end up with
>16 components?


=====================================================================
To subscribe/unsubscribe, send mail to [EMAIL PROTECTED]
Java 3D Home Page: http://java.sun.com/products/java-media/3D/

Reply via email to