Java-Gaming.org Hi !
 Featured games (90) games approved by the League of Dukes Games in Showcase (777) Games in Android Showcase (231) games submitted by our members Games in WIP (856) games currently in development
 News: Read the Java Gaming Resources, or peek at the official Java tutorials
Pages: [1]
 ignore  |  Print
 Free-flying camera Y axis movement too fast, is tangent vector calc wrong?  (Read 1308 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

 hadezbladez (275 views) 2018-11-16 13:46:03 hadezbladez (153 views) 2018-11-16 13:41:33 hadezbladez (285 views) 2018-11-16 13:35:35 hadezbladez (67 views) 2018-11-16 13:32:03 EgonOlsen (2122 views) 2018-06-10 19:43:48 EgonOlsen (2146 views) 2018-06-10 19:43:44 EgonOlsen (1359 views) 2018-06-10 19:43:20 DesertCoockie (1954 views) 2018-05-13 18:23:11 nelsongames (1597 views) 2018-04-24 18:15:36 nelsongames (2244 views) 2018-04-24 18:14:32
 LiquidNitrogen 15x KaiHH 15x Spasi 13x orange451 13x bullen 9x 65K 9x NuclearPixels 8x Zemlaynin 8x polinc 7x VaTTeRGeR 5x hadezbladez 3x ral0r2 3x CommanderKeith 2x SHC 2x berzas 1x Riven 1x
 Deployment and Packagingby mudlee2018-08-22 18:09:50Java Gaming Resourcesby gouessej2018-08-22 08:19:41Deployment and Packagingby gouessej2018-08-22 08:04:08Deployment and Packagingby gouessej2018-08-22 08:03:45Deployment and Packagingby philfrei2018-08-20 02:33:38Deployment and Packagingby philfrei2018-08-20 02:29:55Deployment and Packagingby philfrei2018-08-19 23:56:20Deployment and Packagingby philfrei2018-08-19 23:54:46
 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