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 [solved]First Person LookAt Coords /w some code  (Read 2820 times) 0 Members and 1 Guest are viewing this topic.
Cakey

Junior Devvie

 « Posted 2009-03-17 01:44:28 »

I hate feeling needy and posting on this board like three times a week but I guess it's a good thing this board exists other-wise my programming problems wouldn't get solved .
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22 `public Point3D translateByAngle(float oX, float oY, float oZ,         float length,         float angleX,float angleY,float angleZ){      float rad, xOld, yOld, zOld;      float x = length, y = 0,z = 0;      //X ANGLE      rad = angleX * (float)(Math.PI / 180);            xOld = x;zOld = z;      z = (float)((zOld * Math.cos(rad)) - (xOld * Math.sin(rad)));      x = (float)((zOld * Math.sin(rad)) + (xOld * Math.cos(rad)));         //Y ANGLE      rad = angleY * (float)(Math.PI / 180);            yOld = y; zOld = z;      y = (float)((yOld * Math.cos(rad))- (zOld * Math.sin(rad)));      z = (float)((yOld * Math.sin(rad)) + (zOld * Math.cos(rad)));         //Z ANGLE      rad = angleZ * (float)(Math.PI / 180);      yOld = y; xOld = x;      x = (float)((xOld * Math.cos(rad)) - (yOld * Math.sin(rad)));      y = (float)((xOld * Math.sin(rad)) + (yOld * Math.cos(rad)));         return new Point3D(oX + x, oY + y, oZ + z);   }`

I'm using this code to calculate the point in 3-Space for my camera to look at. It pretty much takes the angle of the camera and the location of the camera and the distance of sight and calculates a new point(LookAt point).

Though there's some minor problems with it for what I am trying to do. such as if I rotate the Y-Axis the angle in which I am looking up at then changes. When I want it to stay at the same "pitch".

Is there a Z-Rotation for the camera? Is this not the series of equations I should be using? Is there a better way to do this?

My main problem is having my shooting script work with my camera. So I use that same method to shoot as well.

Thanks for reading, if you don't understand the problem I can post, you-tube video, a diagram a better explanation, and/or code. Just lemme know

Cakey

Junior Devvie

 « Reply #1 - Posted 2009-03-18 19:20:41 »

To be more specific...

I know you guys have done first person perspective... How'd you all do it?

cylab

JGO Kernel

Medals: 188

 « Reply #2 - Posted 2009-03-18 19:36:31 »

Don't apply a delta-rotation on the coordinates from the last frame. Instead store the overall rotation angles in member variables. Everything else depends on the order of the rotations.

Mathias - I Know What [you] Did Last Summer!
Cakey

Junior Devvie

 « Reply #3 - Posted 2009-03-18 19:58:35 »

On GameDev.net BobJahnova helped me out.

 1  2  3 `tempX = -(float)(Math.cos(Xangle) * Math.sin(Yangle));tempZ = (float)(Math.cos(Xangle) * Math.cos(Yangle));tempY = (float) Math.sin(Xangle);`

is the proper vector thing haha Thanks though cylab!

cylab

JGO Kernel

Medals: 188

 « Reply #4 - Posted 2009-03-18 20:10:29 »

Maybe just use a vector math library vecmath, openmali, joglutils...

Mathias - I Know What [you] Did Last Summer!
Cakey

Junior Devvie

 « Reply #5 - Posted 2009-03-18 20:37:48 »

Didn't even know such things existed haha. I'll have to look into those!

DzzD
 « Reply #6 - Posted 2009-03-19 13:54:29 »

hum... better that you do it yourself once, after use any libraries but for the first time do it yourself, this is really a simple problem what you need is only three method to rotate around X,Y,Z then use them in the correct order. usually for fps (if Y is up an Z going front of you) you just have to rotate around X then around Y.usually for FPS you wont rotate around Z but if you wich to do some kind of roll just rotate around Z at first.

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