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  Weird Transform3D.rot[XYZ] problems. [WITH SOLUTION]  (Read 1123 times)
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Offline chumDS

Senior Newbie





« Posted 2007-05-08 01:42:01 »

To move my viewport (as when moving around in my game), I do:
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   Vector3f   translate   = new Vector3f();
   Transform3D   trans3D      = new Transform3D();
   translate.set ((float) posX + eyeOffX, (float) posY + eyeOffY, (float) posZ + eyeOffZ);
//   trans3D.rotZ (lookBank);
//   trans3D.rotX (lookPitch);
  trans3D.rotY (lookHeading);
   trans3D.setTranslation (translate);
   setSchedulingBounds (new BoundingSphere (new Point3d (translate), 10f));
   viewTrans.setTransform (trans3D);


...which works fine BUT, if I comment-in the two commented-out lines, things go "all kablooey."  I've tried rotating the XYZ in various orders (ZXY, ZYX, XZY, etc), but can't seem to get it to do what I want.

What I want is to set lookPitch to a few degrees this way or that and have my camera look down or up a little.

Hints?

Thanks!

Now, with even MORE Java!
Offline chumDS

Senior Newbie





« Reply #1 - Posted 2007-05-08 05:48:00 »

Ok, I got it.

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   Vector3f   translate   = new Vector3f();
   Transform3D   trans3D      = new Transform3D();
   translate.set ((float) posX + eyeOffX, (float) posY + eyeOffY, (float) posZ + eyeOffZ);
   Transform3D   trans3DX   = new Transform3D();
   Transform3D   trans3DY   = new Transform3D();
   Transform3D   trans3DZ   = new Transform3D();

   trans3DX.rotX (lookPitch);
   trans3DY.rotY (lookHeading);
   trans3DZ.rotZ (lookBank);

   trans3DY.mul (trans3DX);
   trans3DZ.mul (trans3DY);
   trans3D .mul (trans3DZ);      //* Superfluous
  trans3D.setTranslation (translate);
   viewTrans.setTransform (trans3D);


Basically, you have to do the rotations separately, then mul() them together.  Odd that that's different from applying them in a row -- but I guess I don't understand the matrix manipulations as well as I thought.

Now, with even MORE Java!
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