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Okay so I fail at math >.>
I've created a system for customized camera/telescope mounts, which works spiffy save for the fact that I have no bloody clue how to pan/tilt the things. Actually, I have an idea, just no clue on how to translate:
pan(rad) + tilt(rad) -> SetCameraDefaultDirection(x,y,z) (from a default of 0,0,1) and vice versa. The range of movement would be 360deg pan and 220deg tilt (-20 -> +90 -> -20) if that has any bearing (bada-bum!).
Eventually this will be tied into a (couple of?) MGROUP_ROTATE animations and have the ability to target and track objects...but before all that, I must obtain a clue on the whole euler angle <-> vector3 direction/rotation thing.
Woefully ignorant of scary math terminology, my mind would grasp (pseudo) code best, however I'm not asking for actual functions...it could cpp, php, or perl, but please no forth...while doable, I generally do not like turning my brain inside out. XD
I've created a system for customized camera/telescope mounts, which works spiffy save for the fact that I have no bloody clue how to pan/tilt the things. Actually, I have an idea, just no clue on how to translate:
pan(rad) + tilt(rad) -> SetCameraDefaultDirection(x,y,z) (from a default of 0,0,1) and vice versa. The range of movement would be 360deg pan and 220deg tilt (-20 -> +90 -> -20) if that has any bearing (bada-bum!).
Eventually this will be tied into a (couple of?) MGROUP_ROTATE animations and have the ability to target and track objects...but before all that, I must obtain a clue on the whole euler angle <-> vector3 direction/rotation thing.
Woefully ignorant of scary math terminology, my mind would grasp (pseudo) code best, however I'm not asking for actual functions...it could cpp, php, or perl, but please no forth...while doable, I generally do not like turning my brain inside out. XD