On 05/24/2012 05:00 AM, tommyl...@eircom.net 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: sa...@eightvirtues.com
phone: (770) 853-6271


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