Re: [GD-General] FPS style input Control
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From: Paul C. <pa...@pa...> - 2002-02-23 15:47:50
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What you want is quaternions. Using quaternions to build your camera matrix removes the nasty singularities, and allows you to rotate right round, 360 degrees, without any problems. Try doing a search through the gd-algo list on quaternions and google should turn up alot of info. Theres a pdf at http://www.magic-software.com/Doc.html that describes the quaternion math you need, (and http://mathworld.wolfram.com is another good resource) which should give you most of the info you need. The quaternion to matrix conversion is probably the important bit :). hth Paul ----- Original Message ----- From: "Idahosa Edokpayi" <ida...@sw...> To: <gam...@li...> Sent: Saturday, February 09, 2002 4:00 AM Subject: [GD-General] FPS style input Control > Given control input with X and Y axes how do I use the axes to do FPS style > of control. I know about pitch and yaw but I would like to not have the > discontinuity at the poles, i.e. you can't look straight up or down. > > Idahosa Edokpayi > > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 |