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 Problems with making camera's pitch into directional vector  (Read 1032 times) 0 Members and 1 Guest are viewing this topic.
CyanPrime
 « Posted 2012-06-08 16:02:29 »

Alright, so assume yaw is the camera's yaw, pitch is the camera's pitch.

 1  2 `Vector3f dir = new Vector3f((float) Math.toDegrees(-Math.sin(Math.toRadians(yaw))), (float) pitch, (float) Math.toDegrees(Math.cos(Math.toRadians(yaw))));               dir.normalise();`

What am I doing wrong here?  And how do I fix it?
sproingie

JGO Kernel

Medals: 202

 « Reply #1 - Posted 2012-06-08 16:37:42 »

The vector components represent a point from the origin that lies on your axis -- you don't convert them back to degrees afterward.
CyanPrime
 « Reply #2 - Posted 2012-06-08 17:16:49 »

Got it working perfectly like this:
 1  2  3  4  5  6 `float XZLen = (float) Math.cos(Math.toRadians(pitch));         Vector3f dir = new Vector3f((float) Math.toDegrees(XZLen * -Math.sin(Math.toRadians(yaw))),                (float) Math.toDegrees(Math.sin(Math.toRadians(pitch))),                (float) Math.toDegrees(XZLen * Math.cos(Math.toRadians(yaw)))            );         dir.normalise();`
sproingie

JGO Kernel

Medals: 202

 « Reply #3 - Posted 2012-06-08 17:49:42 »

I still don't get how normalizing a vector of _angles_ produces anything sensible.  Normalize turns a vector into a unit vector, which will make every component of it less than or equal to 1.0
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