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Started by tinu Mar 25, 2007 at 10:23 PM 21 replies 2.8k views
Original Post
tinu
tinu
Hi, To orbit around an object in y direction, how should I modify my up vector. [Edited by - tinu on March 26, 2007 1:28:53 AM]
Sc4Freak
Sc4Freak
You don't. If you use a look-at matrix, set the look-at vector to your object, and move your camera in a circle around the object.
tinu
tinu
How to
move camera in a circle around the object.
Evil Steve
Evil Steve
You google for some basic matrix mathematics. Are you sure you want to rotate the camera around the object, and not rotate the object on the spot?
tinu
tinu
s.I need to rotate the camera around the object.

Evil Steve
Evil Steve
D3DXMatrixLookAtLH() will do the job then, and you can just have the camera position move in a circle as:
D3DXVECTOR3 vPos(sin(angle), 0.0f, cos(angle)); where angle is the angle you want to use, which will be incrementing each frame.
Sc4Freak
Sc4Freak
Given an angle and a radius, you can use some simple trig to determine the X and Y position.

                             Camera                             +                            /|                          /  |                 radius /    |                      /      |                    /        | Y                  /          |                /           _|              / theta      | |             +---------------+         Object      X


SOHCAHTOA

X = cos(theta) * radius
Y = sin(theta) * radius

You'll need to modify the axes to rotate on the Y axis (for simplicity this is an example of rotating on the Z axis).

EDIT: Yeah, what Evil Steve said.
tinu
tinu
Yes.
This is true in orbiting in x-direction
But to orbit in y direction what should i do?

z = Radius * cos( Angle );
y = Radius * sin( Angle );

Is this correct?

If I do this,At particular angles my object disappears.

To avoid this, should I modify my up vector also?



Evil Steve
Evil Steve
Quote:
Original post by tinu
Yes.
This is true in orbiting in x-direction
But to orbit in y direction what should i do?

z = Radius * cos( Angle );
y = Radius * sin( Angle );

Is this correct?

If I do this,At particular angles my object disappears.

To avoid this, should I modify my up vector also?
To orbit around the Y axis, you modify X and Z. You only change the up vector if the "up" direction has changed - which is if you rotate the camera around either X (Pitch) or Z (roll).
tinu
tinu
To rotate the camera around X axis (pitch as mentioned)
how should i modify my up vector
Evil Steve
Evil Steve
Your up vector should always be at right angles to your right and forwards vectors. So you can take the cross product of the two of them and use that as your up vector.
tinu
tinu
What does forward vector mean?

Is it a vector formed by camera look at and camera position points.

What does a right vector mean?
Evil Steve
Evil Steve
I'd highly recommend looking at some basic trigonometry and matrix maths stuff before going any further or you're just going to get very confused. The forwards vector is the vector that describes the direction of the camera, which is the normalised vector of viewTarget - cameraPos. The right vector is a vector that is at right angles to the forward vector. If you know the forwards vector and the up or right vector, you can calculate the last vector by using the vector cross product.
tinu
tinu
I have only my forward vector.
I don't have right or up vectors.
How can I compute Right vector ( a perpendicular to forward vector which is known)
in direct X?
Evil Steve
Evil Steve
Well, if you know your forward vector, the right vector will be 90 degrees to the right. So you can calculate that using the same trig as mentioned by Sc4Freak and I.
tinu
tinu
To rotate around X pitch as mentioned,I do the following:

CameraPosition.z = Camera_Radius * cos( Angle * 0.0174 );
CameraPosition.y = Camera_Radius * sin (Angle * 0.0174 );

D3DXVec3Normalize(&CameraDirection,&(Target position -Camera Position));

FwdVector.x=0.0f;
FwdVector.y=Camera_Radius * sin( 90 * 0.0174 );
FwdVector.z=Camera_Radius * cos( 90 * 0.0174 );

D3DXVec3Cross(&Up,&FwdVector,&CameraDirection);

Is this correct?
Evil Steve
Evil Steve
FwdVector should be equal to CameraDirection, and the right vector should be at 90 degrees to the forwards vector. I think this will work (not tested):

D3DXVECTOR3 vRight;
vRight.x = 0.0f;
vRight.z = Camera_Radius * cos ((Angle+90.0f) * 0.0174);
vRight.y = Camera_Radius * sin ((Angle+90.0f) * 0.0174);

You'd still be far easier rotating the object instead of the camera though, there's a reason functions like this don't already exist in D3DX.
tinu
tinu
Thank you Sir,

Thank you for your suggestions.

it helped me a lot.

Now orbiting along X and Y are happening properly.

But combination does not work properly.

Why is it so?
Evil Steve
Evil Steve
Define "does not work properly".
tinu
tinu
If I am orbiting in X or Y direction separately , its working properly.. But If I rotate around Y direction after along X direction and vice versa, the orbiting doesn't work..

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