hey all;
am trying to create a camera class in c++ with opengl however am a bit confused with the formulas used for the rotation;
Code :void Camera::GetViewDir( void ) { SF3dVector Step1, Step2; //Rotate around Y-axis: Step1.x = cos( (RotatedY + 90.0) * PIdiv180); Step1.z = -sin( (RotatedY + 90.0) * PIdiv180); //Rotate around X-axis: double cosX = cos (RotatedX * PIdiv180); Step2.x = Step1.x * cosX; Step2.z = Step1.z * cosX; Step2.y = sin(RotatedX * PIdiv180); //need to implement rotation around Z-axis ViewDir = Step2; }
whole source code
http://code.google.com/p/infograf/so...?spec=svn7&r=7
already read about trigonometry and rotation matrix in opengl but still it doesnt make sense for me;