Original Post
🔒 Locked
3d line segment
Advertisement
To be fair, it''s not that advanced. For example, if you pickup the OpenGL red book, it''s in there. I did a Master in Computer Graphics & Virtual Reality, and yeah, I learned a few tricks there, but it''s trigonometry, coordinate systems (it''s like latitude / longitude earth coordinates). You can pretty much self teach these things with books, the net, and coding, once you know basic vector maths, trig, algebra, good A-level maths, really. All the rest come with experience. And I do work in the game industry, so it''s my job to know
A lot of people around here know that stuff, I''m just a bit quicker at replying. But thanks anyway.
A lot of people around here know that stuff, I''m just a bit quicker at replying. But thanks anyway.
that''s a very good effort indeed 
It''s a lot easier to visualise if you draw it on paper, then you can see the angles and their relationship, the way they describe a sphere. It''s a polar coordinate system, where coordinates are not expressed as (x, y, z), but with (theta, phi, rho), where ''theta'' is your ''rotation'' angle (longitude), ''phi'' is your ''elevation'' angle (or latitude), and ''rho'' is the distance from origin (can be compared with an ''altitude'', a distance from earth''s centre). (all greek lettersare just for conventions
).
Then the operation I describe and that you came up with, is a conversion from polar coordinates to cartesian orthogonal coordinates ((x, y, z) triple to you and me).
then you have the inverse operation. From cartesian to polar. Have fun working that one out
It''s a lot easier to visualise if you draw it on paper, then you can see the angles and their relationship, the way they describe a sphere. It''s a polar coordinate system, where coordinates are not expressed as (x, y, z), but with (theta, phi, rho), where ''theta'' is your ''rotation'' angle (longitude), ''phi'' is your ''elevation'' angle (or latitude), and ''rho'' is the distance from origin (can be compared with an ''altitude'', a distance from earth''s centre). (all greek lettersare just for conventions
Then the operation I describe and that you came up with, is a conversion from polar coordinates to cartesian orthogonal coordinates ((x, y, z) triple to you and me).
then you have the inverse operation. From cartesian to polar. Have fun working that one out
Topic Locked
This topic has been locked by a moderator. New replies are not allowed.
Sign in to reply to this topic.
Advertisement