3D Transformation Matrices:
Here are the basic 3D matrix primitives (not including perspective):
identity:
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 translationMatrix(a,b,c):
1 0 0 a 0 1 0 b 0 0 1 c 0 0 0 1 xRotationMatrix(θ):
1 0 0 0 0 cos(θ) -sin(θ) 0 0 sin(θ) cos(θ) 0 0 0 0 1 yRotationMatrix(θ):
cos(θ) 0 sin(θ) 0 0 1 0 0 -sin(θ) 0 cos(θ) 0 0 0 0 1 zRotationMatrix(θ):
cos(θ) -sin(θ) 0 0 sin(θ) cos(θ) 0 0 0 0 1 0 0 0 0 1 scaleMatrix(a,b,c):
a 0 0 0 0 b 0 0 0 0 c 0 0 0 0 1