[Gambas-user] gb3: OpenGL Rotate and Translate logic
tommyline at ...2340...
tommyline at ...2340...
Fri May 25 16:58:43 CEST 2012
Hi Kevin,
I attach simple project that uses glu.lookat and rotates around a point on the floor. Try it and tell if it's what you're looking for.
Tomek
----- Original Message -----
From: "Kevin Fishburne" <kevinfishburne at ...1887...>
To: gambas-user at lists.sourceforge.net
Sent: Friday, 25 May, 2012 6:53:58 AM
Subject: Re: [Gambas-user] gb3: OpenGL Rotate and Translate logic
On 05/24/2012 05:00 AM, tommyline at ...2340... wrote:
>
> Hi Kevin.
> I think you should concider using Glu.LookAt function, which should solve all your problems.
>
> I used it in collision project (attached) to follow the ball.
> You just set the camera with few parameters, and that's it! Please check the command help in Gambas.
> Simply speaking, you define eye point's (x,y,z position - no need for scale or translate), point you look at and point where the top of camera is (by changing it, you rotate the world in front of you), so I think that would solve it. See the attached example to see how I did it. Press F3 to see how it works.
>
> > From glu man pages:
>
> NAME
> gluLookAt - define a viewing transformation
>
>
> C SPECIFICATION
> void gluLookAt( GLdouble eyeX,
> GLdouble eyeY,
> GLdouble eyeZ,
> GLdouble centerX,
> GLdouble centerY,
> GLdouble centerZ,
> GLdouble upX,
> GLdouble upY,
> GLdouble upZ )
>
>
> PARAMETERS
> eyeX, eyeY, eyeZ
> Specifies the position of the eye point.
>
> centerX, centerY, centerZ
> Specifies the position of the reference
> point.
>
> upX, upY, upZ Specifies the direction of the up vector.
>
> DESCRIPTION
> gluLookAt creates a viewing matrix derived from an eye
> point, a reference point indicating the center of the scene,
> and an UP vector.
>
> The matrix maps the reference point to the negative z axis
> and the eye point to the origin. When a typical projection
> matrix is used, the center of the scene therefore maps to
> the center of the viewport. Similarly, the direction
> described by the UP vector projected onto the viewing plane
> is mapped to the positive y axis so that it points upward in
> the viewport. The UP vector must not be parallel to the
> line of sight from the eye point to the reference point.
>
> Let
>
> ( centerX - eyeX )
> F = | |
> | centerY - eyeY |
> ( centerZ - eyeZ )
>
> Let UP be the vector (upX,upY,upZ).
>
> Then normalize as follows: f = _____
> ||F||
>
> UP' = ______
> ||UP||
>
> Finally, let s = f x UP', and u = s x f.
>
> M is then constructed as follows:
> ( s[0] s[1] s[2] 0 )
> | u[0] u[1] u[2] 0 |
> M = | |
> |-f[0] -f[1] -f[2] 0 |
> | 0 0 0 1 |
> ( )
> and gluLookAt is equivalent to glMultMatrixf(M);
> glTranslated (-eyex, -eyey, -eyez);
>
> I hope I did help.
>
> Tomek.
>
Cool little program. I posted here as well about the issue:
http://www.opengl.org/discussion_boards/showthread.php/177719-Matrix-scale-rotation-and-translation-with-repsect-to-2D-camera
and someone had the same idea about using GluLookAt(). I'm still stuck
on the camera rotation though. I need it to spin perpendicular to the
direction it's pointing, like tilting your head to the side but 360
degrees. I think I understand that I need to apply the camera's
orientation to the "up vector", but don't really know how to go about
it. I don't think it's a matter of just plugging the orientation into
one of the three vector values. Any insight into how exactly the up
vector works in this regard?
--
Kevin Fishburne
Eight Virtues
www: http://sales.eightvirtues.com
e-mail: sales at ...1887...
phone: (770) 853-6271
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