Check the Matrix and Quaternion FAQ. I posted the URL on the list a couple of months 
ago.

Sincerely,

Daniel Selman

[EMAIL PROTECTED]
http://www.tornadolabs.com 

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Olivier
> fillon
> Sent: Thursday, June 10, 1999 7:11 PM
> To: Casteel, Don
> Cc: [EMAIL PROTECTED]
> Subject: Re: [java3d] Transform3D matrix?
> 
> 
> just the pure math side of space transformation:
> if I am right, the 3x3 matric manage rotation +scaling (in 3d : sin/cos of
> the angle are involved); the last row managing the translation;
> actually, the great thing with j3d (or any 3D API) is that you do not need
> (well, at least at the beginning) to
> know much about this as methods can be used directly to rotate/scale/etc..
> I remember once accessing a great web site for spacial matrix computation
> but can not find it back.
> Anyone here who could point us to such a site?
> Good luck
> olivier
> -----Original Message-----
> From: Casteel, Don <[EMAIL PROTECTED]>
> To: '[EMAIL PROTECTED]' <[EMAIL PROTECTED]>
> Date: Friday, June 11, 1999 6:41 AM
> Subject: [java3d] Transform3D matrix?
> 
> 
> >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?
> >
> >
> >Don Casteel
> >
> >Manufacturing Engineer
> >TEXTRON Automotive Company -- Athens Operations
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> > Pager: (423)744-1129  -- 109
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