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  Converting xbox controller sticks to theta  (Read 2758 times)
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Offline AppleWilliam

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« Posted 2010-08-04 13:35:45 »

Hi, The xbox controller has 2 analog sticks.  They output values of x and y (rectangular).  I want to convert these values to theta.  How can I do this?
Offline teletubo
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« Reply #1 - Posted 2010-08-04 13:39:05 »

Math.atan2 ( y, x ) returns the angle theta  .

beware of the order of the parameters, Y first, then X .

Offline AppleWilliam

Senior Newbie





« Reply #2 - Posted 2010-08-04 13:58:17 »

Math.atan2 ( y, x ) returns the angle theta  .

beware of the order of the parameters, Y first, then X .

Thank you.  I feel like the y axis is inverted.  When I move the stick up it paints my arrow down.
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Offline teletubo
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« Reply #3 - Posted 2010-08-04 14:05:12 »

maybe because the screen Y axis grows in the oposite direction of a normal cartesian Y axis .  (i.e. moving up in your screen means decreasing Y, while in a cartesian plan it means increasing , and that is probably how the controller returns the values. )

Offline AppleWilliam

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« Reply #4 - Posted 2010-08-04 15:03:37 »

maybe because the screen Y axis grows in the oposite direction of a normal cartesian Y axis .  (i.e. moving up in your screen means decreasing Y, while in a cartesian plan it means increasing , and that is probably how the controller returns the values. )

How could this be fixed?
Offline teletubo
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« Reply #5 - Posted 2010-08-04 15:10:25 »

hum ... inverting your Y  on calling Math.atan2 ?

Offline Riven
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« Reply #6 - Posted 2010-08-04 15:16:22 »

Or flipping your transform... whichever makes more sense in your game.

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Offline AppleWilliam

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« Reply #7 - Posted 2010-08-04 16:01:53 »

hum ... inverting your Y  on calling Math.atan2 ?
Like this? Math.atan2(1/y, x)
Offline Riven
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« Reply #8 - Posted 2010-08-04 16:34:23 »

Like this? Math.atan2(1/y, x)


You are flipping the Y axis, so:
Math.atan2(-y, x);

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Offline AppleWilliam

Senior Newbie





« Reply #9 - Posted 2010-08-04 16:48:22 »

You are flipping the Y axis, so:
Math.atan2(-y, x);
Sorry my mistake.  I originally did that but it didn't work.  I realized it was an error in my code.
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