Demo or Die #01
28 февраля 1999 |
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Demo-Building - Proetsirvoanie 3D> 2D.
__________________________________________ Wolf of eTc group / Scene Projection. The mathematical basis of images of three-dimensional objects on the screen is to design objects on two-dimensional plane of the monitor screen. We consider three ways of designing objects: 1. Dimetricheskaya projection. x '= y-x * c; y '= z-x * c; where x, y, z - three-dimensional coordinates of a point in space, and x ', y' - two-dimensional coordinates on the screen. c - coefficient which is equal to: c = sqrt (2) / 2; c = 0.707106781; {Sqrt-square root} 2. Isometric projection. x '= (y-x) * c1; y '= z-(x + y) / 2; where x, y, z - three-dimensional coordinates of a point in space, and x ', y' - two-dimensional coordinates on the screen. c1 = sqrt (3) / 2; c = 0.866025404; 3. The view from the camera. y z / / / x / * / * - The location of the camera. Projecting in this location camera in three dimensions, will following form: x '= x * camera / (x + camera); y '= y * camera / (z + camera); where x, y, z - three-dimensional coordinates of a point in space, and x ', y' - two-dimensional coordinates on the screen. camera - camera distance from the beginning coordinates. Naturally all of these modified coordinates x 'and y' must be put to coordinates of the center of the screen: x '= x' + x_size / 2; y '= y' + y_size / 2; where x_size - the width of the screen, and y_size - height. __________________________________________
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