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Matrix Transformation Calculator for 3d

Math Geometry • Transformations and Symmetry

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3D Matrix Transformation Calculator – Rotation & Scaling in Space

Apply a 3D matrix transformation (and optional translation) to a point or a shape: \[ \mathbf{x}' = A(\mathbf{x}-\mathbf{c}) + \mathbf{c} + \mathbf{t}, \quad A\in\mathbb{R}^{3\times 3},\; \mathbf{t}\in\mathbb{R}^3 \] Visualize the original vs transformed geometry in an interactive 3D view.

Inputs accept 1e-3, pi, e, sqrt(2), sin(), cos(), tan(), ln(), log(), abs(). Use * for multiplication.

Input geometry
Sample: \((1,0,0)\) rotated \(90^\circ\) around the z-axis gives \((0,1,0)\).
Transformation builder
Right-hand rule: positive angles rotate counterclockwise when looking along the positive axis toward the origin.
3D view options

Drag = orbit rotate • Shift+drag = pan • Wheel = zoom • “Reset view” fits geometry.

Ready
3D view (orbit / pan / zoom enabled)

Original geometry is solid. Transformed geometry is dashed. Use Play or the slider to animate.

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Frequently Asked Questions

How does a 3D matrix transformation change a point (x,y,z)?

A 3x3 matrix A maps a vector using x' = A x when transforming about the origin. This calculator can also transform about a center c and add translation t using x' = A(x - c) + c + t.

What does the determinant of a 3x3 matrix mean in 3D transformations?

The absolute value |det(A)| is the volume scale factor applied to any 3D volume. If det(A) is negative, orientation flips (typical of reflections), and if det(A) = 0 the transformation is not invertible and collapses space to a lower dimension.

What is the right-hand rule for rotations about x, y, or z?

Positive angles follow the right-hand rule: the rotation is counterclockwise when looking along the positive axis toward the origin. The calculator uses this convention for axis rotation presets.

Why use Transform about centroid instead of the origin?

A matrix naturally acts about the origin, so rotating or scaling a shape may orbit around (0,0,0) if the shape is not centered there. Using the centroid (or a custom center) rotates/scales the object around its own center instead.