I'm primarily a Flash AS3 dev, but I'm jumping into openframeworks and having trouble using 3D (these examples are in AS)
In 2D you can simulate an object orbiting a point by using Math.Sin()
and Math.cos()
, like so
function update(event:Event):void
{
dot.x = xCenter + Math.cos(angle*Math.PI/180) * range;
dot.y = yCenter + Math.sin(angle*Math.PI/180) * range;
angle+=speed;
}
I am wondering how I would translate this into a 3D orbit, if I wanted to also orbit in the third dime开发者_运维技巧nsion.
function update(event:Event):void
{
...
dot.z = zCenter + Math.sin(angle*Math.PI/180) * range;
// is this valid?
}
An help is greatly appreciated.
If you are orbiting around the z-axis, you are leaving your z-coordinate fixed and changing your x- and y-coordinates. So your first code sample is what you are looking for.
To rotate around the x-axis (or y-axes), just replace x
(or y
) with z
. Use Cos
on whichever axis you want to be 0-degrees; the choice is arbitrary.
If what you actually want is to orbit an object around a point in 3d-space, you'll need two angles to describe the orbit: its elevation angle and its inclination angle. See here and here.
For reference, those equations are (where θ and φ are your angles)
x = x0 + r sin(θ) cos(φ)
y = y0 + r sin(θ) sin(φ)
z = z0 + r cos(θ)
If you are orbiting around Z axis, then you just do your first code, and leave Z coordinate as is.
I would pick two unit perpendicular vectors v, w that define the plane in which to orbit, then loop over the angle and pick the proper ratio of these vectors v and w to build your vector p = av + bw.
More details are coming.
EDIT:
This might be of help
http://en.wikipedia.org/wiki/Orbit_equation
EDIT: I think it is actually
center + sin(angle) * v * radius1 + cos(angle) * w * radius2
Here v and w are your unit vectors for the circle.
In 2D they were (1,0) and (0,1).
In 3D you will need to compute them - depends on orientation of the plane.
If you set radius1 = radius 2, you will get a circle. Otherwise, you should get an ellipse.
If you just want the orbit to happen at an angled plane and don't mind it being elliptic you can just do something like z = 0.2*x + 0.2*y
, or any combination you fancy, after you have determined the x and y coordinates.
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