| How To Make A Virtual Camera Viewing System |
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HTML-Version by Azure The following algorithms describe how to create a "virtual camera" viewing system in which you have a camera positioned anywhere in a 3D world pointing to an arbitrary focus point. Camera Z panning (roll) is also possible by defining a direction vector. Equations
O = observer position (camera)
A = aimpoint position (focus)
R = direction point position (up)
N = normalize (Ax - Ox, Ay - Oy, Az - Oz)
D = normalize (Rx - Ox, Ry - Oy, Rz - Oz)
V = D - (D . N) * N
U = cross product (V,N)
| Ux Uy Uz |
View Matrix = | Vx Vy Vz |
| Nx Ny Nz |
Before rotating, you must translate all points so that their origin
is point A ; after rotating you must translate the Z offsets using
the distance from point O to A, ie. the length of the N vector before
normalizing.Note that "." means dot product and "*" means multiplying each component of the N vector with the dot product. (scalar / vector multiplication) Hints
I use the above algorithms in my 3D engine and they work perfectly. Thanks must go to Silver Eagle/Pygmy Projects, Celebrandil/Phenomena and Scout/C-Lous for their (kind) support.
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