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Mail Archives: djgpp/1997/07/07/22:56:02

From: leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller)
Message-Id: <199707080254.MAA01519@solwarra.gbrmpa.gov.au>
Subject: Re: Help! Allegro 3D maths problem
To: dan AT wayfarer DOT demon DOT co DOT uk
Date: Tue, 8 Jul 1997 12:54:03 +1000 (EST)
Cc: djgpp AT delorie DOT com
In-Reply-To: <33BB8F5C.1CD3177B@wayfarer.demon.co.uk> from "Dan" at Jul 3, 97 12:39:09 pm

> What I'm trying to achieve is rotation around the *camera's* own local
> axes (i.e. front, up and right vectors) no matter where the camera is,
> or at what rotations, kind of like in Descent.
 
> I have scanned Foley & Van Damme, and Abrash, but I can't seem to find
> an answer.
> Anyone got any ideas?

Get ddjclip.zip off of ftp.idsoftware.com/mikeab (if its still there... :)
The code in there does exactly what you want. You will have to dig the
routines out a bit, but after going through the code properly you should be
able to understand it ok.

Basically it produces a matrix (3x3 I think, I use 4x4 matrices) from a
roll, pitch and yaw set of angles with a translation to the cameras position.

Camera stuff is the hardest to find info on... ;)

Leathal.

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