Transformation matrices of 3D objects are shown here. Especially, the rotation matrix in 3D space is shown. Rotation matrix is represented by 3-by-3 matrix, and often represented by Euler angle, quaternion, or Rodrigues' formula. Matrices which rotate 3D shapes about the x-, y-, or z-axis are also shown.
Translation
Scaling, Reverse
Rotate alpha around x axis
Rotate beta around y axis
Rotate gamma around z axis
Rotate by Euler angle: alpha, beta, gamma
Rotate by Roll (phi), Pitch (theta), Yaw (psi)
Rotate by: vector direction = rotation axis, vector length = rotation angle (Rodrigues' formula)
Unnormalized vector v=(vx,vy,vz), rotation angle theta=|v|.
For the case when theta is nearly zero.
Rotate theta around the unit vector (vx,vy,vz) (Rodrigues' formula)
Unit vector v=(vx,vy,vz), rotation angle theta.
Rotate theta around the unit vector (nx,ny,nz)
Rotate by quaternion
Quaternion q=(q0,q1,q2,q3), where |q|=1.