Hi, Using miniB3D, (yes it's in the B3D forum - the commands are the same)
What I have is a chessboard. Instead of the chessboard rotating I would like to move the camera around the chessboard.
Chessboard is on the x,y plane with z pointing upwards. And I want to look down onto the x,y plane.
Anyone help? (without using turnentity)
What I have is a chessboard. Instead of the chessboard rotating I would like to move the camera around the chessboard.
Chessboard is on the x,y plane with z pointing upwards. And I want to look down onto the x,y plane.
Anyone help? (without using turnentity)
Strict Import sidesign.minib3d Graphics3D 1024,768,32,1 '--------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 'CONSTANTS '------------------- Const C_PA_Width:Int = 128 Const C_PA_Depth:Int = 128 '---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 'GLOBALS '--------------- Global G_PA_Mesh:TMesh = CreateMesh:TMesh() Global G_PA_Surf:TSurface = CreateSurface:TSurface( G_PA_Mesh ) Global G_Sphere_Centre:TMesh = CreateSphere(8) ScaleEntity G_Sphere_Centre,5,5,5 EntityColor G_Sphere_Centre, 0,255,0 PositionEntity G_Sphere_Centre,0,0,0 Global G_Camera_Radius:Float = 256 Global G_Camera_Height:Float = 64 Global G_Camera_Rot_X:Float = 90+10 Global G_Camera_Rot_Z: Float = 0 Global G_Camera:TCamera = CreateCamera() '----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 'INITIALISE '--------------- For Local y:Int = 0 To C_PA_Depth For Local x:Int = 0 To C_PA_Depth G_PA_Surf.AddVertex( x-64, y-64, 0.0 ) Next Next For Local y:Int = 0 To C_PA_Depth-1 For Local x:Int = 0 To C_PA_Width-1 Local a:Int = (x+0)+(y+0)*(C_PA_Width+1) Local b:Int = (x+1)+(y+0)*(C_PA_Width+1) Local c:Int = (x+1)+(y+1)*(C_PA_Width+1) Local d:Int = (x+0)+(y+1)*(C_PA_Width+1) G_PA_Surf.AddTriangle( a,b,c ) G_PA_Surf.AddTriangle( a,c,d ) Next Next '------------------------------------------------------------------------------------------------------ Repeat Local c_x# = G_Camera_Radius * Cos(G_Camera_Rot_Z#+90) Local c_y# = G_Camera_Radius * Sin(G_Camera_Rot_Z#+90) Local c_z# = G_Camera_Height# PositionEntity G_Camera, c_x#, c_y#, c_z# PointEntity G_Camera, G_Sphere_Centre G_Camera_Rot_Z# = G_Camera_Rot_Z# + 1 RenderWorld Flip Until KeyHit(KEY_ESCAPE) FlushKeys() WaitKey() End