|
|
Adam J Cooper wrote:
>
> I've been doing some thinking, and I think the rotations are not only
> very possible, but not that difficult if coded correctly. I'm sick right
> now and on NyQuil, so I'm not sure how much sense this will make, but
> here goes...
>
> First, define a variable for the camera location (ala Chris Colefax).
> Second, within the fireworks macro, have variables defined for i, j, and
> k (the x, y, and z components of the vector we will consider).
> Let's say the camera is at point C, and the proposed fireworks object is
> at point F. If we know the location of F and C, we can calculate the
> vector CF(which would be F - C), and set the values of i, j, and k.
> Then--using our values in i, j, and k--we should be able to use arctan
> twice--consider the vector from two perspectives in 2d--and store two
> angles which we can use to rotate the object around two axis's, thus
> rotating the object along the line between the camera location and the
> proposed fireworks object location. From there, just translate the
> rotated object to the proposed location. No need for vector normals or
> anything. In fact, the only real vector math is a subtraction. Does this
> make sense? I'd really appriciate any comments.
>
> ~Adam
>
Imagine the camera being at <0,0,0>, that should make it a lot easier.
???
Remco
Post a reply to this message
|
|