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Transformations: 'scale' = scaling / resizing - enlarging or reducing in size - The strechings are all defined relative to the center of the system of coordinates <0,0,0>. Scaling causes a centric streching in the according direction of the coordinates. Examples: scale 2 causes the same as scale<2,2,2>: the size of the shape grows in all directions twice. scale 0.5 in all directions together multiplied by 0.5 - this means: all reduced to its half scale<1.0,0.5,3.0> different sizing in x- ,y- and z-direction. Here: in x-direction original - no change, in y-direction reduced to the half and in z-direction increased to 3 times stretched. scale<-1,1,1> Reflection at the yz-plane: This reflects an object at the yz-plane. ![]() Means: Changed to scale <2,1,1> because multiplying a component with zero does not make any sense! 'rotate' / turning around - "rotate" causes a rotation according the "Left-thumb-rule" around the according axis of the system of coordinates. Example: rotate<0,45,0> turns a shape around the y-axis by 45 degrees. ![]() The rotations are not applied relative of any local axes of symmetry through the center of an object but everytime relative to the axes of the coordinate system. ![]() 'translate' = parallel moving relatively to a starting position. "translate" causes a translation (a parallel moving) without affecting the shape of an object. Example: translate <-2,1,3> moves the object by 2 steps to the left (-x-direction), by 1 step upward (+y-direction) and by 3 steps ahead (+z-direction). Other transformations: By using the transformation matrix it is possible to realize all the above mentioned transformations as well as also much more complex affine transformations, e.g. shearing an object parallel to a coordinate plane. CSG (Constructiv Solid Geometry) Boolean algebra with objects Cut and paste and caving out by Boolean functions: This is the most important technique of creating objects in 3D computer graphics! 1.: union = unification of objects = connecting different objects to a new object (merge = used instead of union for transparent objects, if the inner borders are not wanted to be visible. 2.: difference = the rest of 1.object minus 2.object minus 3.object etc. 3.: intersection = this means those parts of all objects, which they have common with all of each other
![]() For details see: CSG - Constructiv Solid Geometry - Boolean Algebra with Solids.
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