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Protricity

rotating a point on a 3D Plane... help!

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Im doing my first 3D game now, so I dont know how to calculate rotation yet. I know how to do rotation on a 2D plane, thats easy. So, basically, I have a point (ex. (1.0f,2.0f,1.5f) ) and I need to rotate it according to 3 Vector angles. ( ex. Xrotate = 45.0f, Yrotate = 35.0f, Zrotate = 25.0f) (0.0f,0.0f,0.0f) is the origin I need to rotate around. so, I need to make an algorithm for some method along the lines of Rotate( &X, &Y, &Z, Xrot, Yrot, Zrot) // (All are floats.) { } like I said, X,Y,Z is the point coordinates, and Xrot, Yrot, Zrot are the angles (from 0.0f to 360.0f) Using this information, how to I come up with a function that takes in the information and outputs the new point which has been rotated? I dont know if this is an advanced question, or its common knowledge, but if anyone can help me solve it Id very much apreciate it! thx, Protricity
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Hi


Well... I will just give you the basic operations.

Here is the header file



//---------------------------------------------------------------------------------------------
// Copyright (C) 2001 by Nucleus Software, Inc.
// All rights reserved.
//
// $File:: CVector3D.H
// $Dependencies:: none
// $Revision:: 1
// $Author:: Ebor Folkertsma
// $Date:: 07-15-2001 8:42pm
//
// $Description:: The CVector3D class offers some nice functionality for 3D vectors
//---------------------------------------------------------------------------------------------
#if _MSC_VER >= 1000
#pragma once
#endif

#ifndef _CVector3D_H_
#define _CVector3D_H_

#include

class CVector3D;
typedef CVector3D *LPCVector3D;

class CVector3D
{
public:

__inline CVector3D() {}
__inline ~CVector3D() {}

//---------------------------------------------------------------------------------------------
// CVector3D(const CVector3D& cVector3D)
//
// This is the initialize constructor, it enables you to specify startup values for the vector
//---------------------------------------------------------------------------------------------
__inline CVector3D(const CVector3D& cVector3D)
{
fX = cVector3D.fX;
fY = cVector3D.fY;
fZ = cVector3D.fZ;
}




//---------------------------------------------------------------------------------------------
// CVector3D(const float& fNewX, const float& fNewY, const float& fNewZ)
//
// This is the initialize constructor, it enables you to specify startup values for the vector
//---------------------------------------------------------------------------------------------
__inline CVector3D(const float &fNewX, const float &fNewY, const float &fNewZ)
{
fX = fNewX;
fY = fNewY;
fZ = fNewZ;
}




//---------------------------------------------------------------------------------------------
// CVector3D operator !(const CVector3D& cVector3D) const
//
// Reverses the vector
//---------------------------------------------------------------------------------------------
__inline CVector3D operator !() const
{
return (*this * -1.0f);
}




//---------------------------------------------------------------------------------------------
// bool operator != (const CVector3D& cVector3D) const
//
// This function tests wheter two CVector3D classes are different`
//---------------------------------------------------------------------------------------------
__inline bool operator != (const CVector3D& cVector3D) const
{
if((fX == cVector3D.fX) &&
(fY == cVector3D.fY) &&
(fZ == cVector3D.fZ))
{
return false;
}

return true;
}




//---------------------------------------------------------------------------------------------
// CVector3D operator * (const float& fValue) const
//
// This function multiplies the calling vector''s components by the give value
//---------------------------------------------------------------------------------------------
__inline CVector3D operator * (const float& fValue) const
{
return CVector3D(fX * fValue, fY * fValue, fZ * fValue);
}



//---------------------------------------------------------------------------------------------
// void operator *= (const float& fValue)
//
// This function multiplies the vector''s components by the give value
//---------------------------------------------------------------------------------------------
__inline void operator *= (const float& fValue)
{
fX *= fValue;
fY *= fValue;
fZ *= fValue;
}




//---------------------------------------------------------------------------------------------
// CVector3D operator + (const CVector3D& cVector3D) const
//
// This function adds this vector and the parameter vector and returns the result
//---------------------------------------------------------------------------------------------
__inline CVector3D operator + (const CVector3D& cVector3D) const
{
return CVector3D(fX + cVector3D.fX, fY + cVector3D.fY, fZ + cVector3D.fZ);
}




//---------------------------------------------------------------------------------------------
// void operator += (const CVector3D& cVector3D)
//
// This function adds this vector and the parameter vector and sets the calling vector''s value
// to the sum
//---------------------------------------------------------------------------------------------
__inline void operator += (const CVector3D& cVector3D)
{
fX += cVector3D.fX;
fY += cVector3D.fY;
fZ += cVector3D.fZ;
}




//---------------------------------------------------------------------------------------------
// CVector3D operator - (const CVector3D& cVector3D) const
//
// This function substract the parameter vector from this vector and returns the result
//---------------------------------------------------------------------------------------------
__inline CVector3D operator - (const CVector3D& cVector3D) const
{
return CVector3D(fX - cVector3D.fX, fY - cVector3D.fY, fZ - cVector3D.fZ);
}




//---------------------------------------------------------------------------------------------
// void operator -= (const CVector3D& cVector3D)
//
// This function substract the parameter vector from this vector and sets the calling vector''s
// value to the result
//---------------------------------------------------------------------------------------------
__inline void operator -= (const CVector3D& cVector3D)
{
fX -= cVector3D.fX;
fY -= cVector3D.fY;
fZ -= cVector3D.fZ;
}




//---------------------------------------------------------------------------------------------
// CVector3D operator / (const float& fValue) const
//
// This function divides the calling vector''s components by the give value
//---------------------------------------------------------------------------------------------
__inline CVector3D operator / (const float& fValue) const
{
return CVector3D(fX / fValue, fY / fValue, fZ / fValue);
}




//---------------------------------------------------------------------------------------------
// void operator /= (const float& fValue)
//
// This function divides the vector''s components by the give value
//---------------------------------------------------------------------------------------------
__inline void operator /= (const float& fValue)
{
fX /= fValue;
fY /= fValue;
fZ /= fValue;
}




//---------------------------------------------------------------------------------------------
// void operator = (const CVector3D& cVector3D)
//
// This function copies the properties from the parameter''s CVector3D class to the function
// calling class
//---------------------------------------------------------------------------------------------
__inline void operator = (const CVector3D& cVector3D)
{
fX = cVector3D.fX;
fY = cVector3D.fY;
fZ = cVector3D.fZ;
}



//---------------------------------------------------------------------------------------------
// bool operator == (const CVector3D& cVector3D) const
//
// This function tests wheter two CVector3D classes are equal
//---------------------------------------------------------------------------------------------
__inline bool operator == (const CVector3D& cVector3D) const
{
if((fX == cVector3D.fX) &&
(fY == cVector3D.fY) &&
(fZ == cVector3D.fZ))
{
return true;
}

return false;
}




//---------------------------------------------------------------------------------------------
// static float Angle(const CVector3D& cVector3D1, const CVector3D& cVector3D2)
//
// Returns the angle between the two vectors
// Note that the parameter vectors must be NORMALIZED vectors!!
//---------------------------------------------------------------------------------------------
__inline static float Angle(const CVector3D& cVector3D1, const CVector3D& cVector3D2)
{
return acosf(DotProduct(cVector3D1, cVector3D2));
}




//---------------------------------------------------------------------------------------------
// float Angle(const CVector3D& cVector3D)
//
// Returns the angle between THIS vector and the cVector3D vector
// Note that the THIS vector AND the parameter vector must be NORMALIZED vectors!!
//---------------------------------------------------------------------------------------------
__inline float Angle(const CVector3D& cVector3D)
{
return acosf(DotProduct(*this, cVector3D));
}




//---------------------------------------------------------------------------------------------
// static CVector3D CrossProduct(const CVector3D& cVector3D1, const CVector3D& cVector3D2)
//
// Calculate the cross-product of the two vectors and return the result vector
//---------------------------------------------------------------------------------------------
__inline static CVector3D CrossProduct(const CVector3D &cVector3D1, const CVector3D &cVector3D2)
{
return CVector3D(cVector3D1.fY * cVector3D2.fZ - cVector3D1.fZ * cVector3D2.fY, cVector3D1.fZ * cVector3D2.fX - cVector3D1.fX * cVector3D2.fZ, cVector3D1.fX * cVector3D2.fY - cVector3D1.fY * cVector3D2.fX);
}




//---------------------------------------------------------------------------------------------
// static float DotProduct(const CVector3D &cVector3D)
//
// Calculate the dotproduct of the vector with itself
//---------------------------------------------------------------------------------------------
__inline static float DotProduct(const CVector3D &cVector3D)
{
return cVector3D.fX * cVector3D.fX + cVector3D.fY * cVector3D.fY + cVector3D.fZ * cVector3D.fZ;
}




//---------------------------------------------------------------------------------------------
// static float DotProduct(const CVector3D &cVector3D1, const CVector3D &cVector3D2)
//
// Calculate the dotproduct of the vector with itself
//---------------------------------------------------------------------------------------------
__inline static float DotProduct(const CVector3D &cVector3D1, const CVector3D &cVector3D2)
{
return cVector3D1.fX * cVector3D2.fX + cVector3D1.fY * cVector3D2.fY + cVector3D1.fZ * cVector3D2.fZ;
}




//---------------------------------------------------------------------------------------------
// static CVector3D CalculateNormal(const CVector3D &v1, const CVector3D &v2, const CVector3D &v3)
//
// Calculates a normal vector based on 3 vectors
//---------------------------------------------------------------------------------------------
__inline static CVector3D CalculateNormal(const CVector3D &v0, const CVector3D &v1, const CVector3D &v2)
{
CVector3D vNormal;
float fNormalLength;

vNormal.fX = (v0.fY - v1.fY) * (v0.fZ - v2.fZ) - (v0.fZ - v1.fZ) * (v0.fY - v2.fY);
vNormal.fY = (v0.fZ - v1.fZ) * (v0.fX - v2.fX) - (v0.fX - v1.fX) * (v0.fZ - v2.fZ);
vNormal.fZ = (v0.fX - v1.fX) * (v0.fY - v2.fY) - (v0.fY - v1.fY) * (v0.fX - v2.fX);

fNormalLength = sqrtf(vNormal.fX * vNormal.fX + vNormal.fY * vNormal.fY + vNormal.fZ * vNormal.fZ);
vNormal.fX /= fNormalLength;
vNormal.fY /= fNormalLength;
vNormal.fZ /= fNormalLength;

return vNormal;
}



//---------------------------------------------------------------------------------------------
// float DotProduct()
//
// Calculate the dot-product of the vector
//---------------------------------------------------------------------------------------------
__inline float DotProduct() const
{
return fX * fX + fY * fY + fZ * fZ;
}




//---------------------------------------------------------------------------------------------
// float Length()
//
// Calculates the length of the vector
//---------------------------------------------------------------------------------------------
__inline float Length() const
{
return sqrtf(fX * fX + fY * fY + fZ * fZ);
}


//---------------------------------------------------------------------------------------------
// void Normalize()
//
// Normalizes the vector
//---------------------------------------------------------------------------------------------
__inline void Normalize()
{
float fLength;

fLength = sqrtf(fX * fX + fY * fY + fZ * fZ);

fX /= fLength;
fY /= fLength;
fZ /= fLength;
}




//---------------------------------------------------------------------------------------------
// static CVector3D Reflection(const CVector3D& vVector3D, const CVector3D& vNormal)
//
// Reflects the vector about a normal vector
//---------------------------------------------------------------------------------------------
__inline static CVector3D Reflection(const CVector3D& vVector3D, const CVector3D& vNormal)
{
CVector3D newvector = vVector3D / vVector3D.Length();
return (newvector - vNormal * 2.0f * CVector3D::DotProduct(newvector, vNormal)) * vVector3D.Length();
}




//---------------------------------------------------------------------------------------------
// void Reflection(const CVector3D& vNormal)
//
// Reflects THIS vector about a normal vector
//---------------------------------------------------------------------------------------------
__inline void Reflection(const CVector3D& vNormal)
{
CVector3D newvector = *this / this->Length();
*this = (newvector - vNormal * 2.0f * CVector3D::DotProduct(newvector, vNormal)) * this->Length();
}




//---------------------------------------------------------------------------------------------
// void SetVector(const float& fNewX, const float& fNewY, const float& fNewZ)
//
// Set the data members of the vector
//---------------------------------------------------------------------------------------------
__inline void Set(const float &fNewX, const float &fNewY, const float &fNewZ)
{
fX = fNewX;
fY = fNewY;
fZ = fNewZ;
}

void RotateX(const float &fAngle);
void RotateY(const float &fAngle);
void RotateZ(const float &fAngle);
void Scale(const float &fFactor);
void Scale(const float &fFactorX, const float &fFactorY, const float &fFactorZ);
void TaperX(const float &fRate);
void TaperY(const float &fRate);
void TaperZ(const float &fRate);
void Transform(const float *p_fMatrix); // Has to point to 16 floats
void Translate(const float &fTX, const float &fTY, const float &fTZ);

// The components are public members for easy access
float fX, fY, fZ; // (x, y, z) coordinates for the 3D vector point
};

#endif




Here is the CPP file




//---------------------------------------------------------------------------------------------
// Copyright (C) 2001 by Nucleus Software, Inc.
// All rights reserved.
//
// $File:: CVector3D.CPP
// $Dependencies:: none
// $Revision:: 1
// $Author:: Ebor Folkertsma
// $Date:: 09-24-2001 8:05pm
//
// $Description:: The CVector3D class offers some nice functionality for 3D vectors
//---------------------------------------------------------------------------------------------
#include "CVector3D.H"
#include


namespace _CVector3D_
{
static CVector3D cVector; // Used for quick transformations
static float fCosAngle;
static float fSinAngle;
}




//-------------------------------------------------------------------------------------------------
// void RotateX(const float &fAngle)
//
// This function rotates the vector around the x-axis
//
// Parameters
// fAngle The rotation angle in degrees
//-------------------------------------------------------------------------------------------------
void CVector3D::RotateX(const float &fAngle)
{
_CVector3D_::fCosAngle = cosf(fAngle * 0.017453292f);
_CVector3D_::fSinAngle = sinf(fAngle * 0.017453292f);

_CVector3D_::cVector.fY = fY * _CVector3D_::fCosAngle - fZ * _CVector3D_::fSinAngle;
_CVector3D_::cVector.fZ = fY * _CVector3D_::fSinAngle + fZ * _CVector3D_::fCosAngle;
fY = _CVector3D_::cVector.fY;
fZ = _CVector3D_::cVector.fZ;

return;
}




//-------------------------------------------------------------------------------------------------
// void RotateY(const float &fAngle)
//
// This function rotates the vector around the y-axis
//
// Parameters
// fAngle The rotation angle in degrees
//-------------------------------------------------------------------------------------------------
void CVector3D::RotateY(const float &fAngle)
{
_CVector3D_::fCosAngle = cosf(fAngle * 0.017453292f);
_CVector3D_::fSinAngle = sinf(fAngle * 0.017453292f);

_CVector3D_::cVector.fX = fX * _CVector3D_::fCosAngle + fZ * _CVector3D_::fSinAngle;
_CVector3D_::cVector.fZ = fX * -_CVector3D_::fSinAngle + fZ * _CVector3D_::fCosAngle;
fX = _CVector3D_::cVector.fX;
fZ = _CVector3D_::cVector.fZ;

return;
}




//-------------------------------------------------------------------------------------------------
// void RotateZ(const float &fAngle)
//
// This function rotates the vector around the z-axis
//
// Parameters
// fAngle The rotation angle in degrees
//-------------------------------------------------------------------------------------------------
void CVector3D::RotateZ(const float &fAngle)
{
_CVector3D_::fCosAngle = cosf(fAngle * 0.017453292f);
_CVector3D_::fSinAngle = sinf(fAngle * 0.017453292f);

_CVector3D_::cVector.fX = fX * _CVector3D_::fCosAngle - fY * _CVector3D_::fSinAngle;
_CVector3D_::cVector.fY = fX * _CVector3D_::fSinAngle + fY * _CVector3D_::fCosAngle;
fX = _CVector3D_::cVector.fX;
fY = _CVector3D_::cVector.fY;

return;
}




//-------------------------------------------------------------------------------------------------
// void Scale(const float &fFactor)
//
// This function scales the vector uniform
//
// Parameters
// fFactor The scaling factor
//-------------------------------------------------------------------------------------------------
void CVector3D::Scale(const float &fFactor)
{
CVector3D::fX *= fFactor;
CVector3D::fY *= fFactor;
CVector3D::fZ *= fFactor;

return;
}




//-------------------------------------------------------------------------------------------------
// void Scale(const float &fFactorX, const float &fFactorY, const float &fFactorZ)
//
// This function scales the vector non-uniform
//
// Parameters
//
// fFactorX The scale factor for the scaling along the x-axis
// fFactorY The scale factor for the scaling along the y-axis
// fFactorZ The scale factor for the scaling along the z-axis
//-------------------------------------------------------------------------------------------------
void CVector3D::Scale(const float &fFactorX, const float &fFactorY, const float &fFactorZ)
{
CVector3D::fX *= fFactorX;
CVector3D::fY *= fFactorY;
CVector3D::fZ *= fFactorZ;

return;
}




//-------------------------------------------------------------------------------------------------
// void TaperX(const float &fRate)
//
// This function tapers the vector along the x-axis
//
// Parameters
// fRate The rate of tapering along the x-axis
//-------------------------------------------------------------------------------------------------
void CVector3D::TaperX(const float &fRate)
{
CVector3D::fY *= 1.0f + fRate * fX;
CVector3D::fZ *= 1.0f + fRate * fX;

return;
}




//-------------------------------------------------------------------------------------------------
// void TaperY(const float &fRate)
//
// This function tapers the vector along the y-axis
//
// Parameters
// fRate The rate of tapering along the y-axis
//-------------------------------------------------------------------------------------------------
void CVector3D::TaperY(const float &fRate)
{
CVector3D::fX = 1.0f + fRate * fY;
CVector3D::fZ = 1.0f + fRate * fY;

return;
}




//-------------------------------------------------------------------------------------------------
// void TaperZ(const float &fRate)
//
// This function tapers the vector along the z-axis
//
// Parameters
// fRate The rate of tapering along the z-axis
//-------------------------------------------------------------------------------------------------
void CVector3D::TaperZ(const float &fRate)
{
CVector3D::fX = 1.0f + fRate * fZ;
CVector3D::fY = 1.0f + fRate * fZ;

return;
}




//-------------------------------------------------------------------------------------------------
// void Transform(const float *p_fMatrix)
//
// This function transforms the vector
//
// Parameters
// pMatrix The transformation matrix that is to be applied to the vector (This must be a pointer to a 16 floats array)
//-------------------------------------------------------------------------------------------------
void CVector3D::Transform(const float *p_fMatrix)
{
_CVector3D_::cVector.fX = fX * p_fMatrix[0] + fY * p_fMatrix[1] + fZ * p_fMatrix[2] + p_fMatrix[3];
_CVector3D_::cVector.fY = fX * p_fMatrix[4] + fY * p_fMatrix[5] + fZ * p_fMatrix[6] + p_fMatrix[7];
_CVector3D_::cVector.fZ = fX * p_fMatrix[8] + fY * p_fMatrix[9] + fZ * p_fMatrix[10] + p_fMatrix[11];
fX = _CVector3D_::cVector.fX;
fY = _CVector3D_::cVector.fY;
fZ = _CVector3D_::cVector.fZ;

return;
}




//-------------------------------------------------------------------------------------------------
// void Translate(const float &fTX, const float &fTY, const float &fTZ)
//
// This function translates the vector
//
// Parameters
// fTX The translation along the x-axis
// fTY The translation along the y-axis
// fTZ The translation along the z-axis
//-------------------------------------------------------------------------------------------------
void CVector3D::Translate(const float &fTX, const float &fTY, const float &fTZ)
{
CVector3D::fX += fTX;
CVector3D::fY += fTY;
CVector3D::fZ += fTZ;

return;
}





Please do not mind the bad layouts... it looks decent in my editor!

Hope this was of any help, Dark

PS: Sorry about the long reply

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