Ok... I've got a scene where my camera is above (Y+) and away from (Z+)
my 3D object. I can move the camera toward the object by doing this:
camera.Position += camera.LookDirection;
I find that quite handy, really intuitive, and brings back fond
memories of Vector study in Physics class in college
What I want is to be able to 'turn' the camera to the left or to the
right. At first glance, I thought I might just increment or decrement
the X value of the LookDirection... the problem is you get an
"approaches infinity" type of foreshortening effect there - as you turn
more and more left, the effect becomes more and more off because you're
still looking at a point off in the distance at the X axis, not
actually turning the camera the way it should be.
What I _think_ I should be doing is applying a 3D Axis rotation where I
rotate X degrees negative about the Y axis when turning the camera
left, and X degrees positive about the Y axis in order to spin the
camera to the right.
What I can't quite figure out is how to accomplish a transform of the
Unit Vector indicating my LookDirection. I've tried creating a
RotateTransform3D based on an AxisAngleRotation3D as follows:
RotateTransform3D cameraSpinner = new RotateTransform3D(
new AxisAngleRotation3D(new Vector3D(0,1,0), -10));
In my newbie little brain, this should create a transformer that will
rotate something about the Y axis (the 0,1,0 unit vector) to the 'left'
10 degrees.
The problem is the RotateTransform3D only operates on a Point3D or an
array of Point3Ds... so how does one Transform the LookDirection vector
by rotating the LookDirection of the camera about the Y axis?
I'm sure this is something totally trivial and I'm missing it because
I'm a complete newbie, but I would love for someone's input on how to
accomplish this..
Thanks,
Kevin



