OpenGL - Translate an Object on a arbitrary axis - c++

I have a sphere and also the axis through its origin. I want to translate the sphere on its axis up and down. In it's starting position that's no problem, as the axis start parallel to the global y axis., but as soon as I rotate the sphere and therefore also the sphere axis around the z-axis it gets complicated.
My first thought was to normalize the axis and simply use that as the translation vector in the translation matrix. Then multiply the translation matrix with the normalized axis and the sphere should be pushed one unit on the axis.
Here is the code I already got:
class Object
{
public:
inline Object()
: vao(0),
positionBuffer(0),
colorBuffer(0),
indexBuffer(0),
elements(0),
vertices(0)
{}
inline ~Object() { // GL context must exist on destruction
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &indexBuffer);
glDeleteBuffers(1, &colorBuffer);
glDeleteBuffers(1, &positionBuffer);
}
GLuint vao; // vertex-array-object ID
GLuint positionBuffer; // ID of vertex-buffer: position
GLuint colorBuffer; // ID of vertex-buffer: color
GLuint indexBuffer; // ID of index-buffer
GLuint elements; // Number of Elements
vector<glm::vec3> vertices;
glm::vec3 mp;
glm::mat4x4 model; // model matrix
};
glm::vec3 axis = glm::normalize(glm::vec3{
sphereax.vertices[0].x - sphereax.vertices[1].x,
sphereax.vertices[0].y - sphereax.vertices[1].y,
sphereax.vertices[0].z - sphereax.vertices[1].z}
);
translateObject(earth, axis);
void translateObject(Object &obj, glm::vec3 &translation)
{
glm::mat4x4 trans_mat = glm::translate(glm::mat4(1.0f), translation);
for (int i = 0; i < obj.vertices.size(); i++)
{
obj.vertices[i] = glm::vec3(glm::vec4(obj.vertices[i], 1.0f) * trans_mat);
}
obj.mp = glm::vec3(glm::vec4(obj.mp, 1.0f) * trans_mat);
}
The translation matrix in translateObject(); seems to be right, yet the multiplication of one of the points and the transformation matrix shows no effect.

I suggest to do the following:
Rotate the sphere around the its rotation axis
Translate the sphere by its distance form the center along the x axis
Rotate the sphere around the center of the world
glm::vec3 rotation_axis = ...; // sphere axis
float axis_rot_angle = ...; // current axis rotation angle in radians
float distance_to_center = ...; // distance from the center of the world
float world_rot_angle = ...; // current world rotation angle in radians
glm::mat4 sphere_rot = glm::rotation(glm::mat4(1.0f), axis_rot_angle, rotation_axis);
glm::mat4 sphere_trans = glm::translate(glm::mat4(1.0f), glm::vec3(distance_to_center, 0.0f, 0.0f));
glm::mat4 world_rot = glm::rotation(glm::mat4(1.0f), world_rot_angle, glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 model_mat = world_rot * sphere_trans * sphere_rot;

Related

How to center directional light depthmap in camera position?

Right now I am working with shadow maps in my game engine. In the code below I compute View-Projection matrix for directional light source. I have a fixed projection-box size (=50), so now to light-up a box (-50; 50) in all directions positioned in the world center. It works correctly, but I want it to follow camera in the way such that the its position will always be the center of this box. How to do this?
Matrix4x4 DirectionalLight::GetMatrix() const
{
Vector3 position = Camera::GetPosition();
float sizeLx = -this->ProjectionSize;
float sizeRx = +this->ProjectionSize;
float sizeLy = -this->ProjectionSize;
float sizeRy = +this->ProjectionSize;
float sizeLz = -this->ProjectionSize;
float sizeRz = +this->ProjectionSize;
Matrix4x4 OrthoProjection = MakeOrthographicMatrix(sizeLx, sizeRx, sizeLy, sizeRy, sizeLz, sizeRz);
Matrix4x4 LightView = MakeViewMatrix(
this->Direction,
MakeVector3(0.0f, 0.0f, 0.0f),
MakeVector3(0.0f, 1.0f, 0.0f)
);
return OrthoProjection * LightView;
}
I am using glm as math library, most functions are aliases/wrappers: MakeOrthographicMatrix is glm::ortho, MakeViewMatrix is glm::lookAt

How to make 2D Zoom in OpenGL(GLFW, glad)?

I'm trying to implement a simple paint program and now I have a problem with zoom, I can't understand how to do it? I tried to adapt the code from here to myself, but it did not work, I just get a black screen. What my problem?
Not using glut or glew!
Here my camera code:
.h
class Camera2d
{
public:
Camera2d(const glm::vec3& pos = glm::vec3(0.f, 0.f, 0.f),
const glm::vec3& up = glm::vec3(0.f, 1.f, 0.f));
//~Camera2d();
void setZoom(const float& zoom);
float getZoom() const noexcept;
glm::mat4 getViewMatrix() const noexcept;
void mouseScrollCallback(const float& yOffset);
protected:
void update();
private:
// Camera zoom
float m_zoom;
// Euler Angles
float m_yaw;
float m_pitch;
public:
// Camera Attributes
glm::vec3 position;
glm::vec3 worldUp;
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
};
.cpp
Camera2d::Camera2d(
const glm::vec3& pos /* = glm::vec3(0.f, 0.f, 0.f) */,
const glm::vec3& up /* = glm::vec3(0.f, 1.f, 0.f) */
)
: m_zoom(45.f)
, m_yaw(-90.f)
, m_pitch(0.f)
, position(pos)
, worldUp(up)
, front(glm::vec3(0.f, 0.f, -1.f))
{
this->update();
}
void Camera2d::setZoom(const float& zoom)
{
this->m_zoom = zoom;
}
float Camera2d::getZoom() const noexcept
{
return this->m_zoom;
}
glm::mat4 Camera2d::getViewMatrix() const noexcept
{
return glm::lookAt(this->position, this->position + this->front, this->up);
}
void Camera2d::mouseScrollCallback(const float& yOffset)
{
if (m_zoom >= 1.f && m_zoom <= 45.f)
m_zoom -= yOffset;
else if (m_zoom <= 1.f)
m_zoom = 1.f;
else if (m_zoom >= 45.f)
m_zoom = 45.f;
}
void Camera2d::update()
{
// Calculate the new Front vector
glm::vec3 _front;
_front.x = cos(glm::radians(this->m_yaw)) * cos(glm::radians(this->m_pitch));
_front.y = sin(glm::radians(this->m_pitch));
_front.z = cos(glm::radians(this->m_pitch)) * sin(glm::radians(this->m_yaw));
this->front = glm::normalize(_front);
// Also re-calculate the Right and Up vector
this->right = glm::normalize(glm::cross(this->front, this->worldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
this->up = glm::normalize(glm::cross(this->right, this->front));
}
and in main i try smth like this in render loop
// pass projection matrix to shader
glm::mat4 projection = glm::perspective(glm::radians(camera.getZoom()),
static_cast<float>(WIDTH) / static_cast<float>(HEIGHT),
0.1f,
10000.f);
shaderProg.setMat4("projecton", projection);
// camera view transformation
glm::mat4 view = camera.getViewMatrix();
shaderProg.setMat4("view", view);
here i have just 1 model its my white bg-texture
glm::mat4 model = glm::translate(model, glm::vec3(0.f, 0.f, 0.f));
model = glm::rotate(model, glm::radians(0.f), glm::vec3(1.0f, 0.3f, 0.5f));
shaderProg.setMat4("model", model);
All code on github: here
You're working in 2D, forget about the camera, forget about projection, forget about following OpenGL tutorials, they're aimed at 3D graphics.
What you need is just a rectangle to fill your screen. Start with the vertices at the the corners of the screen, starting from the top-left corner and moving counterclockwise: (-1,1,0) (-1,-1,0) (1,-1,0) (1,1,0). Forget about Z, you're working in 2D.
You draw on a texture, and the texture coordinates are (0,1) (0,0) (1,0) (1,1), same order as above. Zooming is now just a matter of scaling the rectangle. You have a matrix to determine the scale and one to determine the position. Forget about rotations, front vectors and all that stuff. In the vertex shader you scale and then translate the vertices as usual, in this order. Done.
To interact for example you can have mouse wheel up increasing the scale factor and mouse wheel down decreasing it. Hold click and move the mouse to change the (x,y) position. Again forget about Z. Throw those values into the vertex shader and do the usual transformations.

Rotate Object around origin as it faces origin in OpenGL with GLM?

I'm trying to make a simple animation where an object rotates around the world origin in OpenGL using glm lib. My ideia is:
Send object to origin
Rotate it
Send back to original position
Make it look at what I want
Here's my implementation:
// Rotates object around point p
void rotate_about(float deltaTime, glm::vec3 p, bool ended) {
glm::vec3 axis = glm::vec3(0,1,0); //rotation axis
glm::mat4 scale_m = glm::scale(glm::mat4(1.0f), glm::vec3(scale, scale, scale)); //scale matrix
glm::mat4 rotation = getMatrix(Right, Up, Front, Position); //builds rotation matrix
rotation = glm::translate(rotation, p - Position );
rotation = glm::rotate(rotation, ROTATION_SPEED * deltaTime, axis);
rotation = glm::translate(rotation, Position - p );
Matrix = rotation * scale_m;
//look at point P
Front = glm::normalize(p - start_Position);
Right = glm::normalize(glm::cross(WorldUp, Front));
Up = glm::normalize(glm::cross(Right, Front));
if (ended == true) { //if last iteration of my animation: saves position
Position.x = Matrix[3][0];
Position.y = Matrix[3][1];
Position.z = Matrix[3][2];
}
}
getMatrix() simply returns a 4x4 matrix as:
| Right.x Right.y Right.z |
| Up.x Up.y Up.z |
| Front.x Front.y Front.z |
| Pos.x Pos.y Pos.z |
I'm using this image as reference:
As it is my model simply disappears when I start the animation. If I remove lines bellow "//look at point P" it rotates around the origin, but twitches every time my animation restarts. I'm guessing I'm losing or mixing informations I shouldn't somewhere.
How can I store my models Front/Right/Up information so I can rebuild its matrix from scratch?
First edit, this is the effect I'm having when I don't try to make my model look at the point P, in this case the origin. When I do try my model disappears. How can I make it look at where I want, and how can I get my models new Front/Right/Up vectors after I finish rotating it?
This is the code I ran in the gif above
Operations like glm::translate() or glm::roate() build a matrix by its parameters and multiply the input matrix by the new matrix
This means that
rotation = glm::translate(rotation, Position - p );
can be expressed as (pseudo code):
rotation = rotation * translation(Position - p);
Note, that the matrix multiplication has to be "read" from the left to the right. (See GLSL Programming/Vector and Matrix Operations)
The operation translate * rotate causes a rotation around the origin of the object:
The operation rotate * translate causes a rotation around the origin of the world:
The matrix glm::mat4 rotation (in the code of your question) is the current model matrix of your object.
It contains the position (translation) and the orientation of the object.
You want to rotate the object around the origin of the world.
To do so you have to create a matrix which contains the new rotation
glm::mat4 new_rot = glm::rotate(glm::mat4(1.0f), ROTATION_SPEED * deltaTime, axis);
Then you can calculate the final matrix as follows:
Matrix = new_rot * rotation * scale_m;
If you want to rotate an object around the a point p and the object should always face a point p, then all you need is the position of the object (start_position) and the rotation axis.
In your case the rotation axis is the up vector of the world.
glm::vec3 WorldUp( 0.0f, 1.0f, 0.0f );
glm::vec3 start_position = ...;
float scale = ...;
glm::vec3 p = ...;
Calculate the rotation matrix and the new (rotated) position
glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), ROTATION_SPEED * deltaTime, WorldUp);
glm::vec4 pos_rot_h = rotate * glm::vec4( start_position - p, 1.0f );
glm::vec3 pos_rot = glm::vec3( pos_rot_h ) + p;
Calculate the direction in which the object should "look"
glm::vec3 Front = glm::normalize(p - pos_rot);
You can use your function getMatrix to setup the current orientation matrix of the object:
glm::vec3 Right = glm::normalize(glm::cross(WorldUp, Front));
glm::mat4 pos_look = getMatrix(Right, WorldUp, Front, pos_rot);
Calculate the model matrix:
glm::mat4 scale_m = glm::scale(glm::mat4(1.0f), glm::vec3(scale));
Matrix = pos_look * scale_m;
The final code may look like this:
glm::mat4 getMatrix(const glm::vec3 &X, const glm::vec3 &Y, const glm::vec3 &Z, const glm::vec3 &T)
{
return glm::mat4(
glm::vec4( X, 0.0f ),
glm::vec4( Y, 0.0f ),
glm::vec4( Z, 0.0f ),
glm::vec4( T, 1.0f ) );
}
void rotate_about(float deltaTime, glm::vec3 p, bool ended) {
glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), ROTATION_SPEED * deltaTime, WorldUp);
glm::vec4 pos_rot_h = rotate * glm::vec4( start_position - p, 1.0f );
glm::vec3 pos_rot = glm::vec3( pos_rot_h ) + p;
glm::vec3 Front = glm::normalize(p - pos_rot);
glm::vec3 Right = glm::normalize(glm::cross(WorldUp, Front));
glm::mat4 pos_look = getMatrix(Right, WorldUp, Front, pos_rot);
glm::mat4 scale_m = glm::scale(glm::mat4(1.0f), glm::vec3(scale));
Matrix = pos_look * scale_m;
if ( ended == true )
Position = glm::vec3(Matrix[3]);
}
SOLUTION:
The problem was in this part:
rotation = glm::translate(rotation, p - Position );
rotation = glm::rotate(rotation, ROTATION_SPEED * deltaTime, axis);
rotation = glm::translate(rotation, Position - p );
if (ended == true) { //if last iteration of my animation: saves position
Position.x = Matrix[3][0];
Position.y = Matrix[3][1];
Position.z = Matrix[3][2];
}
Note that I was using the distance between world origin and model as the radius of the translation. However, after the animation ends I update the models Position, which changes the result of p - Position, i.e, the orbit radius. When this happen the model "twitches", because it lost rotation information.
I solved it by using a different variable for the orbit radius, and applying the translation on the z-axis of the model. When the translation is applied on the x-axis, the model - which faces the camera initially - will end up sideways to the origin. However, applying the translation on the z-axis will end up with the model either facing or backwards to the origin, depending on the signal.

Projection View matrix calculation for directional light shadow mapping

In order to calculate the projection view matrix for a directional light I take the vertices of the frustum of my active camera, multiply them by the rotation of my directional light and use these rotated vertices to calculate the extends of an orthographic projection matrix for my directional light.
Then I create the view matrix using the center of my light's frustum bounding box as the position of the eye, the light's direction for the forward vector and then the Y axis as the up vector.
I calculate the camera frustum vertices by multiplying the 8 corners of a box with 2 as size and centered in the origin.
Everything works fine and the direction light projection view matrix is correct but I've encountered a big issue with this method.
Let's say that my camera is facing forward (0, 0, -1), positioned on the origin and with a zNear value of 1 and zFar of 100. Only objects visible from my camera frustum are rendered into the shadow map, so every object that has a Z position between -1 and -100.
The problem is, if my light has a direction which makes the light come from behind the camera and the is an object, for example, with a Z position of 10 (so behind the camera but still in front of the light) and tall enough to possibly cast a shadow on the scene visible from my camera, this object is not rendered into the shadow map because it's not included into my light frustum, resulting in an error not casting the shadow.
In order to solve this problem I was thinking of using the scene bounding box to calculate the light projection view Matrix, but doing this would be useless because the image rendered into the shadow map cuold be so large that numerous artifacts would be visible (shadow acne, etc...), so I skipped this solution.
How could I overcome this problem?
I've read this post under the section of 'Calculating a tight projection' to create my projection view matrix and, for clarity, this is my code:
Frustum* cameraFrustum = activeCamera->GetFrustum();
Vertex3f direction = GetDirection(); // z axis
Vertex3f perpVec1 = (direction ^ Vertex3f(0.0f, 0.0f, 1.0f)).Normalized(); // y axis
Vertex3f perpVec2 = (direction ^ perpVec1).Normalized(); // x axis
Matrix rotationMatrix;
rotationMatrix.m[0] = perpVec2.x; rotationMatrix.m[1] = perpVec1.x; rotationMatrix.m[2] = direction.x;
rotationMatrix.m[4] = perpVec2.y; rotationMatrix.m[5] = perpVec1.y; rotationMatrix.m[6] = direction.y;
rotationMatrix.m[8] = perpVec2.z; rotationMatrix.m[9] = perpVec1.z; rotationMatrix.m[10] = direction.z;
Vertex3f frustumVertices[8];
cameraFrustum->GetFrustumVertices(frustumVertices);
for (AInt i = 0; i < 8; i++)
frustumVertices[i] = rotationMatrix * frustumVertices[i];
Vertex3f minV = frustumVertices[0], maxV = frustumVertices[0];
for (AInt i = 1; i < 8; i++)
{
minV.x = min(minV.x, frustumVertices[i].x);
minV.y = min(minV.y, frustumVertices[i].y);
minV.z = min(minV.z, frustumVertices[i].z);
maxV.x = max(maxV.x, frustumVertices[i].x);
maxV.y = max(maxV.y, frustumVertices[i].y);
maxV.z = max(maxV.z, frustumVertices[i].z);
}
Vertex3f extends = maxV - minV;
extends *= 0.5f;
Matrix viewMatrix = Matrix::MakeLookAt(cameraFrustum->GetBoundingBoxCenter(), direction, perpVec1);
Matrix projectionMatrix = Matrix::MakeOrtho(-extends.x, extends.x, -extends.y, extends.y, -extends.z, extends.z);
Matrix projectionViewMatrix = projectionMatrix * viewMatrix;
SceneObject::SetMatrix("ViewMatrix", viewMatrix);
SceneObject::SetMatrix("ProjectionMatrix", projectionMatrix);
SceneObject::SetMatrix("ProjectionViewMatrix", projectionViewMatrix);
And this is how I calculate the frustum and it's bounding box:
Matrix inverseProjectionViewMatrix = projectionViewMatrix.Inversed();
Vertex3f points[8];
_frustumVertices[0] = inverseProjectionViewMatrix * Vertex3f(-1.0f, 1.0f, -1.0f); // near top-left
_frustumVertices[1] = inverseProjectionViewMatrix * Vertex3f( 1.0f, 1.0f, -1.0f); // near top-right
_frustumVertices[2] = inverseProjectionViewMatrix * Vertex3f(-1.0f, -1.0f, -1.0f); // near bottom-left
_frustumVertices[3] = inverseProjectionViewMatrix * Vertex3f( 1.0f, -1.0f, -1.0f); // near bottom-right
_frustumVertices[4] = inverseProjectionViewMatrix * Vertex3f(-1.0f, 1.0f, 1.0f); // far top-left
_frustumVertices[5] = inverseProjectionViewMatrix * Vertex3f( 1.0f, 1.0f, 1.0f); // far top-right
_frustumVertices[6] = inverseProjectionViewMatrix * Vertex3f(-1.0f, -1.0f, 1.0f); // far bottom-left
_frustumVertices[7] = inverseProjectionViewMatrix * Vertex3f( 1.0f, -1.0f, 1.0f); // far bottom-right
_boundingBoxMin = _frustumVertices[0];
_boundingBoxMax = _frustumVertices[0];
for (AInt i = 1; i < 8; i++)
{
_boundingBoxMin.x = min(_boundingBoxMin.x, _frustumVertices[i].x);
_boundingBoxMin.y = min(_boundingBoxMin.y, _frustumVertices[i].y);
_boundingBoxMin.z = min(_boundingBoxMin.z, _frustumVertices[i].z);
_boundingBoxMax.x = max(_boundingBoxMax.x, _frustumVertices[i].x);
_boundingBoxMax.y = max(_boundingBoxMax.y, _frustumVertices[i].y);
_boundingBoxMax.z = max(_boundingBoxMax.z, _frustumVertices[i].z);
}
_boundingBoxCenter = Vertex3f((_boundingBoxMin.x + _boundingBoxMax.x) / 2.0f, (_boundingBoxMin.y + _boundingBoxMax.y) / 2.0f, (_boundingBoxMin.z + _boundingBoxMax.z) / 2.0f);

Matrix Transformation Problem - Z Axis Rotation is Skewing

For a simple 2d game I'm making I'm trying to rotate sprites around the z axis using matrices. I'm clearly doing something wrong as when I attempt to rotate my sprite it looks like it's being rotated around the screen origin (bottom, left) and not the sprite origin. I'm confused as my quad is at the origin already so I didn't think I need to translate -> rotate and translate back. Here's a code snippet and a small video or the erroneous transformation
void MatrixMultiply(
MATRIX &mOut,
const MATRIX &mA,
const MATRIX &mB);
/*!***************************************************************************
#Function TransTransformArray
#Output pTransformedVertex Destination for transformed vectors
#Input pV Input vector array
#Input nNumberOfVertices Number of vectors to transform
#Input pMatrix Matrix to transform the vectors of input vector (e.g. use 1 for position, 0 for normal)
#Description Transform all vertices in pVertex by pMatrix and store them in
pTransformedVertex
- pTransformedVertex is the pointer that will receive transformed vertices.
- pVertex is the pointer to untransformed object vertices.
- nNumberOfVertices is the number of vertices of the object.
- pMatrix is the matrix used to transform the object.
*****************************************************************************/
void TransTransformArray(
VECTOR3 * const pTransformedVertex,
const VECTOR3 * const pV,
const int nNumberOfVertices,
const MATRIX * const pMatrix);
RenderQuad CreateRenderQuad(
const Texture2D & texture,
float x,
float y,
float scaleX,
float scaleY,
float rotateRadians,
int zIndex,
const Color & color,
const Quad2 & textureCoord,
const char * name
) {
MATRIX mT;
MATRIX mS;
MATRIX concat;
MATRIX mR;
MatrixTranslation(mT, x, y, 0.0f);
MatrixRotationZ(mR, rotateRadians);
MatrixScaling(mS, scaleX, scaleY, 1.0f);
VECTOR3 quad[] = {
{-0.5f, 0.5f, 0.f}, //tl
{0.5f, 0.5f, 0.f}, //tr
{-0.5, -0.5f, 0.0f}, //bl
{0.5f, -0.5f, 0.0f}, //br
};
MatrixMultiply(concat, mR, mT);
MatrixMultiply(concat, concat, mS);
// apply to all the points in the quad
TransTransformArray(quad, quad, 4, &concat);
== Update:
here's the structs and render code:
I'm using the matrix class from the oolongengine code.google.com/p/oolongengine/source/browse/trunk/Oolong%20Engine2/Math/Matrix.cpp
I transform all the quads then later render them using OpenGL. Here are my data structs and render code:
typedef struct _RenderData {
VECTOR3 vertex;
RenderColor3D color;
RenderTextureCoord textureCoord;
float zIndex;
GLuint textureId;
} RenderData;
typedef struct _RenderQuad {
//! top left
RenderData tl;
//! top right
RenderData tr;
//! bottom left
RenderData bl;
//! bottom right
RenderData br;
float zIndex;
Texture2D * texture; // render quad draws a source rect from here
ESpriteBlendMode blendMode;
} RenderQuad ;
/// Draw
class QuadBatch {
GLushort * m_indices;
const Texture2D * m_texture;
GLuint m_vbos[2];
RenderData * m_vertices;
};
QuadBatch::Draw () {
int offset = (int)&m_vertices[startIndex];
// vertex
int diff = offsetof( RenderData, vertex);
glVertexPointer(3, GL_FLOAT, kRenderDataSize, (void*) (offset + diff) );
// color
diff = offsetof( RenderData, color);
glColorPointer(4, GL_FLOAT, kRenderDataSize, (void*)(offset + diff));
// tex coords
diff = offsetof( RenderData, textureCoord);
glTexCoordPointer(2, GL_FLOAT, kRenderDataSize, (void*)(offset + diff));
// each quad has 6 indices
glDrawElements(GL_TRIANGLES, vertexCount * elementMultiplier, GL_UNSIGNED_SHORT, m_indices);
'Rotation', by definition, is around the origin (0,0,0). If you want a different axis of rotation, you have to apply a Translation component. Say you want to apply a rotation R around an axis a. The transformation to apply to an arbitrary vector x is:
x --> a + R(x - a) = Rx + (a - Ra)
(This might take some staring to digest). So, after applying your rotation - which, as you observed, rotates around the origin - you have to add the constant vector (a - Ra).
[Edit:] This answer is language and platform agnostic - the math is the same wherever you look. Specific libraries contain different structures and API to apply transformations. Both DirectX and OpenGL, for example, maintain 4x4 matrix transforms, to unify rotations and translations into a single matrix multiplication (via an apparatus called homogeneous coordinates).