Transformations in WebGL
Master 3D space manipulation with matrix transformations and coordinate systems.
🚀 Interactive DemoUnderstanding Coordinate Spaces
World Space
- • Global coordinate frame reference
- • Origin at scene center
- • Used for camera positioning
Local Space
- • Object-specific coordinate frame
- • Origin at object center
- • Basis for relative transformations
Matrix Transformation Demo
Transformation Matrices Explained
Translation Matrix
[
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
]
Moves objects along world axes by vector (x,y,z)
Rotation Matrix
[
cosθ, -sinθ, 0, 0,
sinθ, cosθ, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]
Rotates around Z-axis by θ radians
Transformation Pipeline
Local Space
Object's native coordinate system
World Space
Transformed using model matrix
Camera Space
Transformed using view matrix
Screen Space
Final transformation using projection