Java-Gaming.org Hi !
 Featured games (91) games approved by the League of Dukes Games in Showcase (761) Games in Android Showcase (229) games submitted by our members Games in WIP (845) games currently in development
 News: Read the Java Gaming Resources, or peek at the official Java tutorials
 Home Help Search Login Register
Pages: [1]
 ignore  |  Print
 Free-flying camera Y axis movement too fast, is tangent vector calc wrong?  (Read 1239 times) 0 Members and 1 Guest are viewing this topic.
pixelprime

Junior Devvie

Medals: 3

 « Posted 2013-02-20 10:33:23 »

Hi All,

I've written a camera class to handle FPS-style movement throughout the game world, but for some reason I don't seem to be traveling the correct distance along the Y axis when pointing in that direction. Here's the code that handles the calculation of 'moving forward' along the current vector:

 1  2  3  4  5  6  7  8  9  10 `protected void moveForward(float distance)   {      // track value (for debugging)      lastMoveForward = distance;            speedX -= (distance * (float)Math.sin(Math.toRadians(yaw)));      speedZ += (distance * (float)Math.cos(Math.toRadians(yaw)));              if (flyMode) { speedY += distance * (float) Math.tan(Math.toRadians(pitch)); }   }`

Some quick code notes:
yaw: a value between 0-359
pitch: a value clamped between -80 (looking down) and 80 (looking up)
speedX/Y/Z: values that are added to the camera's X, Y and Z positions respectively, then zeroed-out ready for the next tick.

Moving along the X and Z axes (when looking along those axes) works beautifully. The distance travelled is ~4 units per second.

However, when flyMode is switched on (for a free-flying camera), and looking up or down, the distance travelled is vastly different - more like 20-30 units per second.

Am I calculating the speed increment along the Y axis totally wrong? Or maybe a combination of them all?

Many thanks for any help anyone can offer. I'm already learning how tremendously resourceful this community can be : )
DazKins
 « Reply #1 - Posted 2013-02-20 12:23:12 »

You should not be using Math.tan() to calculate the new y value, You should be using Math.sin

DazKins

Check out my Dev Blog: http://dazkins.tumblr.com
pixelprime

Junior Devvie

Medals: 3

 « Reply #2 - Posted 2013-02-20 13:10:40 »

That's perfect! Thanks for your help!
Pages: [1]
 ignore  |  Print

 EgonOlsen (347 views) 2018-06-10 19:43:48 EgonOlsen (337 views) 2018-06-10 19:43:44 EgonOlsen (290 views) 2018-06-10 19:43:20 DesertCoockie (514 views) 2018-05-13 18:23:11 nelsongames (779 views) 2018-04-24 18:15:36 nelsongames (762 views) 2018-04-24 18:14:32 ivj94 (1229 views) 2018-03-24 14:47:39 ivj94 (393 views) 2018-03-24 14:46:31 ivj94 (1056 views) 2018-03-24 14:43:53 Solater (410 views) 2018-03-17 05:04:08
 orange451 36x SkyAphid 28x VaTTeRGeR 10x Mad Hatter 8x NuclearPixels 6x ByerN 5x beeaware 5x Abuse 4x princec 4x Uaimedna 4x uli 3x meva 3x cylab 2x jman 2x Spasi 2x CommanderKeith 2x
 Java Gaming Resourcesby philfrei2017-12-05 19:38:37Java Gaming Resourcesby philfrei2017-12-05 19:37:39Java Gaming Resourcesby philfrei2017-12-05 19:36:10Java Gaming Resourcesby philfrei2017-12-05 19:33:10List of Learning Resourcesby elect2017-03-13 14:05:44List of Learning Resourcesby elect2017-03-13 14:04:45SF/X Librariesby philfrei2017-03-02 08:45:19SF/X Librariesby philfrei2017-03-02 08:44:05
 java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org