NEWS: I'm learning to animate in Blender, and am writing a 3D camera on SmileBasic (3ds) to prototype Dauntish.
Also I just got a grip on using math with programming >point_distance - The distance between two points, or Pythagorean theorem.
>point_direction - The angle of two points, or atan(rise/run)
57.2958 degrees is 1 radianAs for the 3D camera in SmileBasic,
I have my
World Space, which is a three dimensional Cartesian space. Easy as XYZ.
And then a
Camera Space, which is the projected view of the world's space. It must draw according to
the screen's top left center.
____#___ ________ _
REC.___
________ #_______ _
⌜__#_
⌝_
__#__#__ __#____@ ________
________ ________ _
⌞#__#
⌟_
___@____ ________ ________
world:top
world:side
cameraThe camera has a
frustrum, which is where I will get my sense of perspective from.
The closer and farther points are from the screen will not be visually provided through scale, I am drawing these points as points on the screen and both a far point and a close point are a single pixel.
A view of points aligned straight on will render all but the frontmost point invisible.
When the camera is lowered slightly on it's z axis (height) the further out point will move faster. This speed will be played with through the Camera's Frustrum Variables.
Rotations!
(Degrees come from the Babylonian's base 60 number system )When the camera rotates on it's YAW axis, or horizontal neck turning, the points represented as
#'s will draw themselves is the right place according the the camera's rotation. This means that to translate the world view to the camera's view.. I need to keep track of the distances and angles of the other objects in the scene from the camera to find the draw positions for the camera view. This is where point_direction and point_distance will be most useful.
I'm don't understand it fully, but when the camera rolls, or ear to shoulder "whaaa" motion - the frustrum should draw the points correctly
Let's get it