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trig and the z axis

Started by April 15, 2000 11:07 AM
1 comment, last by MENTAL 24 years, 8 months ago
a while ago i posted a message about trig functions, lookup tables and rotations around the x and y axis, but now i need to know how do do it around the z axis too. please help! const int LookUpCirclePnt = 1000; // Look-Up Tables float LookUpCircleCos[LookUpCirclePnt]; float LookUpCircleSin[LookUpCirclePnt]; void Rot(int AngleX, int AngleY, int AngleZ, CVertex Center, CVertex *Object, float Radias) { Object->X = (LookUpCircleCos(AngleX) * Radius ) + Center.X; Object->Y = (LookUpCircleSin(AngleY) * Radius ) + Center.Y; Object->Z = ????; } please help! MENTAL
If you rotate something around the z axis, its z value does not change so you don''t need to calculate anything for the z value; it should keep its old value.

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I actualy meant rotate one object around the z axis of another object (Object around Center).

MENTAL

Edited by - MENTAL on 4/15/00 2:59:55 PM

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