Reputation: 145
My friend and I are making a 3d rendering engine from scratch in our VB class at school, but I am not sure how the math to form the cube would work. Given six variables:
rotX
rotY
rotZ
lenX
lenY
lenZ
Which represent the rotation on x,y,z and the length on x,y,z respectively, what would be the formulas to make the cube? I know that all I have to do is calculate three segments and from those segments just create three parallelograms, so I just need the math to find what the three segments are. Thanks!
Upvotes: 0
Views: 1811
Reputation: 51913
there are 2 basic 3D object representations for both are your data is insufficient.
surface representation
analytical representation
I think you are using option 1 so what you need is: - position - orientation - size
usually an axis aligned cube looks like this:
const double a=1.0; //cube size;
double pnt[8][3]= //cube points
{
+a,-a,+a,
+a,+a,+a,
-a,+a,+a,
-a,-a,+a,
+a,-a,-a,
+a,+a,-a,
-a,+a,-a,
-a,-a,-a
};
int tab[24]=
{
0,1,2,3, // 1st.quad
7,6,5,4, // 2nd.quad
4,5,1,0, // 3th.quad ...
5,6,2,1,
6,7,3,2,
7,4,0,3
};
well for size and orientation you can apply transformation matrix
or directly recompute points by direction vectors
P(+a,-a,+a) -> +a*I -a*J +a*K
Option 2 is more tricky to implement and unless you really need it (ray-tracing renders) then forget about it.
Upvotes: 1