Hi,
Thanks for those. I will have a look when I am awake again :)
Glen
Patrick J. Jankun wrote:
Hi Glen,
I went through my links, and found those:
http://www.flashandmath.com/advanced/
http://www.flashdevils.com/trigonometry/
maybe this is gonna help you out,
cheers,
Patrick
On Jul 30, 2008, at 12:19 AM, Glen Pike wrote:
Hi,
I am working with the Five3D library and have a question regarding
cameras so if anyone is familiar with this or really good at
explaining 3D math to 5 year old kids (I am feeling a bit dumb here).
The Five3D library itself does not have a camera, but projects its
objects straight into the scene. I would like to create a way of
orbiting a single cube object, like with a camera, rather than
rotating the object itself. My aim is to achieve the type of
manipulation used with the globe here - http://www.dasai.es/ - where
the globe rotation does not end up looking "wrong" from a user
perspective when you are looking along the Y axis or "flip" when the
cube is upside down - here is an early trial of mine showing the
problems - http://glenpike.co.uk/play/cubetest.html
I have not discounted using Papervision as it has cameras to do
this, but the text rendering of Five3D is cleaner than bitmapped PV3D
text and this is what I am looking for, so I would like to try and
get the Five3D working if possible before I discount it.
As the world only consists of one object, I am guessing it would be
fairly trivial to create a "fake" camera with a single matrix, apply
rotations to that matrix, then concatenate this matrix with the cube
objects. I tried a couple of things, but am flailing a bit in the
dark here and could do with some pointers if anyone has any ideas.
My first try was to apply X & Y rotations to a Matrix class - in
Five3D - then do Matrix to Euler to get the X, Y & Z rotations to
apply to my 3D object (meaning I did not have to hack the library
yet). I reckon I am going to have to dig deeper and manipulate the
private matrix used by each 3D object in the library.
I am assuming - maybe wrongly - that because I am wanting to orbit
around the origin, which is also the centre of the cube, I can
pretend my camera is also in the centre of the world, rather than
transformed a distance from the cube. This would mean I just have to
rotate the x & y axes of my camera to get "pitch" & "roll", then
apply this to my cube matrix. Question is, do I have to include the
"distance" of the camera from my object in the calculations and do I
have to have a "look at" point too, or can I cheat as these are
always fixed?
Apart from looking at PV3D's camera's and some hardcore Wikipedia
entries, I don't have much to go on, so any information to get my
head around this would be helpful - particularly some real dumbed
down tutorials on Matrices, possibly Quaternions. (I fell asleep in
my lessons on the former and never covered the latter...)
Thanks in advance.
Glen
Glen Pike
01326 218440
www.glenpike.co.uk <http://www.glenpike.co.uk>
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Glen Pike
01326 218440
www.glenpike.co.uk <http://www.glenpike.co.uk>
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