Sure. Apply the same transformations (translations and rotations) to the position vector that holds the position of your object. The result will be the position of your object after conversion. At some point, you may need some scaling if you want to convert 3d coordinates to 2d screen coordinates. But it is very convenient. It includes scaling based on the z-depth of the object.
EDIT:
private final FloatBuffer buffer = EngineUtil.createBuffer( 16 ); public Matrix getModelviewMatrix() { return getMatrix( GL11.GL_MODELVIEW_MATRIX ); } public Matrix getProjectionMatrix() { return getMatrix( GL11.GL_PROJECTION_MATRIX ); } private Matrix getMatrix( int name ) {
But you can just use something more complete than LWJGL. Google vecmath, processing, unity. 3D is complicated, and it seems that there are no real short cuts, so just keep trying, you will get it.
source share