Reputation:
I am having an issue with my program; currently it rotates around a set point, and can rotate models around it. Of course, this is a problem as I want it to be a first-person perspective, and currently, it rotates around a point in front of the viewer, instead of the perspective of the viewer. Here is the trigonometric calculations:
protected void drawWireframe(Graphics g) {
double theta = Math.PI * -azimuth / 180.0D;
double phi = Math.PI * elevation / 180.0D;
float cosT = (float) Math.cos(theta);
float sinT = (float) Math.sin(theta);
float cosP = (float) Math.cos(phi);
float sinP = (float) Math.sin(phi);
float cosTcosP = cosT * cosP;
float cosTsinP = cosT * sinP;
float sinTcosP = sinT * cosP;
float sinTsinP = sinT * sinP;
float near = 6.0F;
g.setColor(Color.black);
g.fillRect(0, 0, getWidth(), getHeight());
for (int i = 0; i < tiles.size(); i++) {
Point[] points = new Point[vertices.length];
for (int j = 0; j < points.length; j++) {
float x0 = -(tiles.get(i).getX() + xmod + vertices[j]
.getX());
float y0 = (tiles.get(i).getY() + ymod + vertices[j].getY());
float z0 = -(tiles.get(i).getZ() + zmod + vertices[j]
.getZ());
float x1 = cosT * x0 + sinT * z0;
float y1 = -sinTsinP * x0 + cosP * y0 + cosTsinP * z0;
float z1 = cosTcosP * z0 - sinTcosP * x0 - sinP * y0;
if (z1 + near > 0) {
x1 = x1 * near / (z1 + near);
y1 = y1 * near / (z1 + near);
points[j] = new Point((int) (Math.max(getWidth(),
getHeight()) / 2 - (Math.max(getWidth(),
getHeight()) / near) * x1), (int) (Math.max(
getWidth(), getHeight()) / 2 - (Math.max(
getWidth(), getHeight()) / near) * y1));
}
}
}
}
How would I go about moving the rotational point without actually modifying the xmod, ymod and zmod (these are used for movements like jumping, walking, running, crouching... etc)
I know how to figure out how to get the new x, y and z positions, I just don't know how to apply them; if I add them to the mods, it creates a weird loop-d-loop. If I add them to the x1, y1, z1's it doesn't cover the z not rotating from the perspective.
Upvotes: 0
Views: 151
Reputation: 85967
The way you "move the rotation point" of an object is by translating the object so that the rotation point is at the origin; do the rotation; then translate the object back. All of this is done in memory, between frames - the user never actually sees the object moving to the origin and back.
By the way, all this stuff is significantly easier if you understand vectors and matrix transformations - as you've seen yourself, without them the code can get out of hand.
Using vectors/matrices, all your code above could be reduced to only a few lines.
Upvotes: 1
Reputation: 272467
To change the rotation point, you effectively need three transforms:
This can be factored a number of ways, but that's the basic priniciple: translate->rotate->translate.
Upvotes: 1