I'm developing in libgdx java/android but not using any high-level environment like Unity.
I have a sphere at [0,0,0], with a PerspectiveCamera looking at it. Through the main game loop I have managed to have the camera orbiting the sphere in different directions. However, what I want to do is have a stationary camera and have 3 objects orbiting the sphere on their own accord, and their own orbital plane. Have been looking all day and struggled to get this working.
Eventually, I want to link the camera to always be above one of the orbitting objects, but that's at a later stage.
I also want to be able to have these objects orbitting on their own "forwards" direction, but able to change their direction over time. Say, from their top-down view, they each have a heading 0-359 degrees.
Anyone lend a hand with this? I've tried using 2D X/Y maps transposing onto mercator projections and then converted to spherical coordinates; I've tried Vector3 and
setFromSpherical(); I've tried looking at Quaternions, and just got lost.
It's a relatively simple thing I'm trying to do, multiple orbiting objects around a sphere (radius 3, origin [0,0,0]), but just getting my initial approach wrong.
After talking the situation through, I have two options: I either keep track of the orbiting objects with theta/phi as to their position around the sphere, or just calculate the amount by which to rotate based on the object's direction (0-359). On further talks with DMGregory, the latter option would introduce orbital instability/divergence with roudning errors so I have decided to change my requirement to the following:
- Keep track of the object's position based on 2x360 degree values for azimuth and polar, called theta and phi. The two coordinates are used to locate the object at any point in orbit around the sphere, but I need to be able to still "move" the orbital object "forwards" and thus change theta/phi accordingly, allowing the direction to still be changed.