Every real-life object can be modeled with a collection of triangles (or other polygon), known as a mesh. The size, shape, and number of triangles, which don't all have to be the same, will determine the resolution of the object and how realistic it looks. Each line segment is called an edge, and the points terminating the line segment, typically where edges meet, are called vertexes. Where edges form a closed polygon, a face is formed. Object models are usually stored as arrays of vertexes, with each vertex being given a real-life Euclidean coordinate. The coordinates have no relation to any unit of measure until a scale has been defined. When you use you're camera's zoom feature, the photograph may be either larger or smaller than the actual object. We can also create the illusion of motion by applying geometric transformations equally to all the vertexes of an object model. Let's say we have a 125 cubic foot cube. A cube has eight vertexes. We can define those vertexes as (1,1,1),(1,6,1),(6,1,1),(6,6,1),(1,1,6),(1,6,6),(6,1,6),(6,6,6), with each coordinate unit equaling a foot. The first four vertexes form the front face, and the last four form the back face.
In the next part of this series, we'll start adding some code to resman.js to handle various transformations like scale, slide, rotate, and skew for perspective.