Monthly Archive for October, 2008

Papervision3D Camera3D unprojectMatrix function

During my studies in 3D Mathematics, I have mostly found that projection is achieved with a view frustum described as a matrix which involves variables near/far plane. This isn’t how projection in papervision is done by default, so, this set me on to a new path for unprojecting coordinates. This new path uses the perspective matrix.
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A brief study on Cosine Generators

Recently I have been studying rotations. I was particularly interested in the primitive mathematics involved in the conversion between Polar and Cartesian coordinate systems. Usually you are told to use the trig functions to do this. What was actually happening always seemed hidden in the implementation of the trig functions, so I took the time to implement a cosine generator based on a report a man by the name of Dr. William D. Bishop had come up with.
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Coordinate Utility class for Papervision 3D

This class factors out a lot of work that needs to be done to position 3D objects at variable rotations, world coordinates, and screen distances. Use the link below to get the utility class. Using this class requires papervision. If you don’t already have papervision, then you probably don’t need this class… Also, the sample isn’t pretty (graphically), and the source has some weird key controls. They are completely unintuitive but get the job done for testing :)
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