trig and the z axis
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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GA
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GA
Visit our homepage: www.rarebyte.de.stGA
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