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04.19.2007 at 09:15AM PDT, ID: 22521776
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orbiting a camera around its focal point

Tags: camera, point, around, focal
Hi,

I have a camera in 3d space (using opengl, with a wrapper around it called VTK). The camera has a position, and a focal point. I want to rotate the camera around its focal point so it looks like it's orbiting around the focal point. Something like:

     for (int i = 0; i < 64; i++) {
          OrbitCamera(360 / 64 * i);
     }

I'd like to rotate it 64 positions around the focal point. How can I do this? I'd like the orbit path to follow the camera's view up direction, if possible.

Thanks
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Question Stats
Zone: Programming
Question Asked By: DJ_AM_Juicebox
Solution Provided By: JoseParrot
Participating Experts: 2
Solution Grade: A
Views: 25
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04.19.2007 at 11:25AM PDT, ID: 18941250

Rank: Guru

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04.19.2007 at 01:48PM PDT, ID: 18942263

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04.21.2007 at 04:15PM PDT, ID: 18952885

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04.21.2007 at 04:20PM PDT, ID: 18952899

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04.19.2007 at 11:25AM PDT, ID: 18941250

Rank: Guru

if a is the angle, R is the distance to the focal point, and x,y is the location of the focal point,  you want to position the camera at  ( x + R * cos(a), y * R * sin( a ))  and pointing at (x,y)
 
04.19.2007 at 01:48PM PDT, ID: 18942263
Hi grg99,

My position camera function takes 3 values though:

     camera->SetPosition(x, y, z);

how do I get the third component, I only see two:

     ( x + R * cos(a), y * R * sin( a ))  

I must be missing something,

Thanks
 
04.21.2007 at 04:15PM PDT, ID: 18952885
To rotate an object (camera, actor, light) around a fixed point, in 3D space, you need determine the 3 coordinates for the moving object. The comment from grg99 assumes the camera rotating around focal point by maintaining a fixed z value, that is, the camera will rotate around a line parallel to the z axis, passing by that point. The z coordinate can be any fixed value as you want, which can be smaller, equal or greater than the z of the focal point, depending on where do you want to put the orbit.
If you want to rotate the camera around a line parallel to the y axis, then just sustitute y by z in the formula and use a fixed y value.
You may want to rotate the camera around the vertical line (parallel to y axis) and, at same time, make the camera to move up and down, so you can vary also the y value, instead of use a fixed value.
Finally, if you want an "inclined" orbit, not parallel to any plane (say, XY, XZ and YZ), then you should use spherical coordinates to determine the 64 camera positions, if you want a circular orbit.
For a camera C with an eliptical orbit, inclined 45% related to to XZ plane (commonly accepted as the "horizontal" plane),
around point P, at an average distance of R between C and P, you can do the following algorithm:

step=360/64
for position = 0 to 63
{
   angle = position * step
   C.x = P.x + cos (angle) // essentially the same stated by grg99
   C.z = P.z + sin (angle)
   C.y = C.y + sin (angle)
   look at point P
   render the frame
}

Jose
 
04.21.2007 at 04:20PM PDT, ID: 18952899
Ooooops,
step=360/64
for position = 0 to 63
{
   angle = position * step
   C.x = P.x + R*cos (angle) // essentially the same stated by grg99
   C.z = P.z + R*sin (angle)
   C.y = C.y + R*sin (angle) // or any other value than R for other than 45 degrees inclined orbit
   look at point P
   render the frame
}
Hope this compliment the greg99 comment.
Jose
Accepted Solution
 
 
20080236-EE-VQP-29