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- we want a simple but powerful model for animating a camera.
-
- a movieCamera will be an ordered set of stillCameras and
- cameraInterpolations.
-
- A stillCamera is a set of parameters which, when applied to a given
- WW3DCamera, exactly reproduce some other camera.
-
- a cameraInterpolation is a function which varies over u, something like:
-
- proc aCameraInterpolater {u } {
-
- global startCam cam
-
- # the values in the startCam() array are read-only; they correspond to the
-
- # now that we know the initial and final values for the camera, we
- # need to set the current camera to some interpolated value based on
- # this info and the current value of u.
-
-
- return;
- }
-
-
- each time WW3DCamera's renderSelf: method gets called, it checks the
- currentFrame against the previousFrame. If they're different, it does
- the following:
- - applies the current set of cam() values to the camera
- -
-
-
- When the WW3DCamera starts up and initializes its tcl interp, it needs
- to set up variable traces for each of the cam() variables so that
- everytime they're read or written they go back to the real WW3DCamera
- to get them...
-
- This gives me some problems - why? check out the fieldOfView code
- in WW3DCamera's awake...