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- Path: fwi.uva.nl!not-for-mail
- From: roode@fwi.uva.nl (Erik van Roode)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Q: 3D Vector Rotation
- Date: 6 Feb 1996 11:50:32 +0100
- Organization: FWI, University of Amsterdam
- Distribution: world
- Message-ID: <4f7bpo$r0i@carol.fwi.uva.nl>
- References: <4f41fb$om@mandolin.qnet.com>
- NNTP-Posting-Host: carol.fwi.uva.nl
-
- mlantz@qnet.com (Mike Lantz) writes:
-
- >Okay, here's the deal. I am using C and just doing some standard 3d
- >rotations with shading and a starfield, nothing big. Anyway, what I want
- >to do is pull back and put the entire screen into a cube and rotate it as
- >the other rotations within it are continuing. Anyway, I figure I need to
- >create another coordinate system, but I can't figure out how to code it.
- >Any suggestions?
-
- You can use matrices to do things as rotation, coordinate mapping etc etc.
- Converting 'world coordinates' to 'display coordinates' is then just
- a matter of multiplying matrices. I needed to do that for a course in
- computer graphics, and it worked nicely. More detailed information should
- be obtainable from any good book on computer graphics.
-
- For stuff like rotation within rotation:
- Object A rotates within Object B which rotates withing world C.
-
- Matrix for translating coordinates A to B, B to C. This may get very slow
- though :) Anyway, if you think this could be useful, I can look up some
- things.
-
- Erik
-
- --
- Erik van Roode Q : Did you ever use MSDOS ?
- University of Amsterdam A : Yes, but I did not inhale !
- Dept. of Computer Science
- Email: roode@fwi.uva.nl
-