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Feb 4th, 2019, 04:18 PM
#29
Re: 3D Swimming Fish Algorithm
 Originally Posted by passel
I had some code I used to control eyepoint movement in an application ....
Thank you very much !!! it Works fine !
( I suggest to attenute (Y - y0) and (X - y0) multipling them by EG 0.2 )
...And Remeber to add to cFrom-Vector the Camera target cTo-Vector.
(In this case it works without it because cTo is 0,0,0 )
I'll update my code and add this as sub CameraSetRotation(ByVal Yaw As Double, ByVal Pitch As Double) in module m3DtoScreen.bas
This module will be cleaned up and simplified. But I still have doubts about how to manage the points behind the camera.
It (m3DtoScreen) was taken long ago from here (World to Screen Projection Transformation
Written by Paul Bourke December 1994) and I like it very much because it do not use matrices or quaternions... just Vectors
Last edited by reexre; Feb 4th, 2019 at 04:53 PM.
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