Skip to main content
deleted 557 characters in body; edited tags; edited title
Source Link
House
  • 73.5k
  • 17
  • 188
  • 276

How to spin an object on its own axis WITHOUT a library, heh?

I did try searching around a bit but invariably it seems that most answers to this question are linked directly to a pre-existing library and its available methods. I'm trying to spin up my own 3D vector graphics engine (just as a hobbyist thing, not really doing anything super serious here), so a lot of that doesn't really apply unless it actually carries a mathematical demonstrationI'd like to do this without an existing library. And I don't seem to be able to find the math (or at least none that makes it make any sense, hah) for the correct approach in rotating an object around its own axis. I may just be looking in the wrong places :/

I can definitely do x/y/z rotations around a chosen point with values pt.x pt.y and pt.z. But I am unsure of how to make them unique to the object's orientation, so they are always being expressed in relation to the monitor (not even the environment yet, just the screen).

So which mathematical concept am I supposed to be applying here? I'm not necessarily a math wiz, but since I have no existing methods to assist me in this task, I need a little theory to get me through my lack of knowledge :/ thanks very much.

How to spin an object on its own axis WITHOUT a library, heh

I did try searching around a bit but invariably it seems that most answers to this question are linked directly to a pre-existing library and its available methods. I'm trying to spin up my own 3D vector graphics engine (just as a hobbyist thing, not really doing anything super serious here), so a lot of that doesn't really apply unless it actually carries a mathematical demonstration. And I don't seem to be able to find the math (or at least none that makes it make any sense, hah) for the correct approach in rotating an object around its own axis. I may just be looking in the wrong places :/

I can definitely do x/y/z rotations around a chosen point with values pt.x pt.y and pt.z. But I am unsure of how to make them unique to the object's orientation, so they are always being expressed in relation to the monitor (not even the environment yet, just the screen).

So which mathematical concept am I supposed to be applying here? I'm not necessarily a math wiz, but since I have no existing methods to assist me in this task, I need a little theory to get me through my lack of knowledge :/ thanks very much.

How to spin an object on its own axis?

I'm trying to spin up my own 3D vector graphics engine, so I'd like to do this without an existing library. And I don't seem to be able to find the math for the correct approach in rotating an object around its own axis.

I can definitely do x/y/z rotations around a chosen point with values pt.x pt.y and pt.z. But I am unsure of how to make them unique to the object's orientation, so they are always being expressed in relation to the monitor (not even the environment yet, just the screen).

So which mathematical concept am I supposed to be applying here?

Source Link
Stick
  • 339
  • 1
  • 2
  • 11

How to spin an object on its own axis WITHOUT a library, heh

I did try searching around a bit but invariably it seems that most answers to this question are linked directly to a pre-existing library and its available methods. I'm trying to spin up my own 3D vector graphics engine (just as a hobbyist thing, not really doing anything super serious here), so a lot of that doesn't really apply unless it actually carries a mathematical demonstration. And I don't seem to be able to find the math (or at least none that makes it make any sense, hah) for the correct approach in rotating an object around its own axis. I may just be looking in the wrong places :/

I can definitely do x/y/z rotations around a chosen point with values pt.x pt.y and pt.z. But I am unsure of how to make them unique to the object's orientation, so they are always being expressed in relation to the monitor (not even the environment yet, just the screen).

So which mathematical concept am I supposed to be applying here? I'm not necessarily a math wiz, but since I have no existing methods to assist me in this task, I need a little theory to get me through my lack of knowledge :/ thanks very much.