LostInTheWoods
08-02-2002, 07:05 AM
If I have a player walking through a world, and I have a bounding sphere around the player. I have a Direction vector pointing from the sphere center, out to the world, in the direction im heading. Now if I move the player 2 things happen. First the world is moved by glTranslate, and glRotate, in the negative direction for the actual, so that the view changes in the correct direction. I also rotate my Direction vector using, cos, and sin. (in the possitive direction, not the negative).
My Question is this. If i am rotating my direction vector by using Cos and Sin, what is my vectors 'space' is it in world space, or model space?? I am very new to this idea of 2 different kinds of space, and im not realy sure which is correct.???
EDIT: I am also moving my bounding sphere as I move, with a simple
BoundingSphere[x] = BoundingSphere[x] + Move*DirectionVector[x];
BoundingSphere[z] = BoundingSphere[z] + Move*DirectionVector[z];
I multiply by the direction vector, so I actualy move in the direction im facing, instead of simply up and down the x,z axises, I think this is correct. And NO y component because i dont want to move UP at all.
[This message has been edited by LostInTheWoods (edited 08-02-2002).]
My Question is this. If i am rotating my direction vector by using Cos and Sin, what is my vectors 'space' is it in world space, or model space?? I am very new to this idea of 2 different kinds of space, and im not realy sure which is correct.???
EDIT: I am also moving my bounding sphere as I move, with a simple
BoundingSphere[x] = BoundingSphere[x] + Move*DirectionVector[x];
BoundingSphere[z] = BoundingSphere[z] + Move*DirectionVector[z];
I multiply by the direction vector, so I actualy move in the direction im facing, instead of simply up and down the x,z axises, I think this is correct. And NO y component because i dont want to move UP at all.
[This message has been edited by LostInTheWoods (edited 08-02-2002).]