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 Camera rotation around a central pivot point?  (Read 1194 times) 0 Members and 1 Guest are viewing this topic.
EliwoodL

Senior Newbie

 « Posted 2013-07-10 21:23:18 »

I'm trying to use vector math to rotate the view around a central pivot point, which may move around.  This is the code that I have so far:

 1  2  3  4  5  6  7  8  9  10 public void followObject(Object target) {      if (target instanceof Voxel) {         Vector3f tpos = new Vector3f(((Voxel)target).x, ((Voxel)target).y, ((Voxel)target).z);         pitch = Vector3f.angle(new Vector3f(1, 0, 0), tpos);         yaw = Vector3f.angle(new Vector3f(0, 1, 0), tpos);         roll = Vector3f.angle(new Vector3f(0, 0, 1), tpos);         this.setPosition(tpos.x + (pitch * 10.0f * zoom), tpos.y + (yaw * 10.0f * zoom), tpos.z +(roll * 10.0f * zoom));         GLU.gluLookAt(this.x, this.y, this.z, tpos.x, tpos.y, tpos.z, 0, 1.0f, 0);      }   }

Could anyone give me tips or pointers as to how I can get this to work?
davedes
 « Reply #1 - Posted 2013-07-10 22:38:35 »

Here is part of my Obit camera I was using in a recent LibGDX project:

 1  2  3  4  5  6  7  8  9  10 //the amount to "tilt" the camera vertically around origin       camera.position.y = tilt * TILT_SPEED;      //orbits slowly around centre point      camera.lookAt(0, 0, 0);      camera.rotateAround(new Vector3(0, 0, 0), new Vector3(0, 1, 0), ORBIT_SPEED);            //amount to pan up/down along the Y axis      camera.position.add(0, panY * PAN_Y_SPEED, 0);      camera.update();

I had tilt affected by mouse scroll, and pan affected by mouse Y drag.

See the source for LibGDX's Camera class if you want to re-invent the wheel.

relminator
 « Reply #2 - Posted 2013-07-11 01:18:50 »

Alternately, you could use the spherical coordinate system which is quite natural in cases like this.

No matter what method you use, be carefull about passing up as (0,1,0) since it won't work in all cases.
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