Also you may find this interesting:
http://blog.barcinski-jeanjean.com/2008/05/16/vectorsvision-vectors-
in-papervision3d/
Piers
On 30 Jul 2008, at 00:22, 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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