Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (499)
Games in Android Showcase (118)
games submitted by our members
Games in WIP (567)
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  
  Spectator camera problem - y axis  (Read 571 times)
0 Members and 1 Guest are viewing this topic.
Offline Mac70
« Posted 2013-03-23 10:48:21 »

Like in topic. I want to make 3d camera for my tool, but I have problem with camera on y (up-down) axis. x and z axis camera works well, but when I look up and down camera is becoming less and less sensitive while trying to move camera straight up or straight down, up to infinity. I know what may be problem, but I don't have any idea how to fix this.

My camera code:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
80  
81  
82  
83  
84  
85  
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.util.glu.GLU;

public class Camera {
   
    private int pastMousex;
    private int pastMousey;
   
    private float fraction = 0.1f;
    private float rotate = 0.01f;
   
    private float posx=0;
    private float posy=0;
    private float posz=0;
   
    private float dirx=0;
    private float diry=0;
    private float dirz=-1;
   
    private float anglex=0;
    private float angley=0;
   
    public void setSpeed(float speed, float rotation) {
        fraction=speed;
        rotate=rotation;
    }
   
    public void update(KeyboardInput keyboard, MouseInput mouse) {
        if (mouse.pressed.left) {
            Mouse.setGrabbed(true);
            Mouse.setCursorPosition(Display.getWidth()/2, Display.getHeight()/2);
            pastMousex = Display.getWidth()/2;
            pastMousey = Display.getHeight()/2;
        }
        else if (mouse.hold.left) {
            float diffx = mouse.x - pastMousex;
            float diffy = mouse.y - pastMousey;
           
            angley += diffx*rotate;
            dirx = (float)Math.sin(angley);
            dirz = (float)-Math.cos(angley);
           
            anglex += diffy*rotate;
            diry = anglex;
           
            if (angley>Math.PI*2) {
                angley-=Math.PI*2;
            }
            else if (angley<0) {
                angley+=Math.PI*2;
            }
           
            Mouse.setCursorPosition(Display.getWidth()/2, Display.getHeight()/2);
            pastMousex = Display.getWidth()/2;
            pastMousey = Display.getHeight()/2;
        }
        else if (mouse.released.left) {
            mouse.setMouseGrabbed(false);
        }
        if (keyboard.hold.d) {
            posx += (float)Math.sin(angley+Math.PI/2)*fraction;
            posz += (float)-Math.cos(angley+Math.PI/2)*fraction;
        }
        if (keyboard.hold.a) {
            posx += (float)Math.sin(angley-Math.PI/2)*fraction;
            posz += (float)-Math.cos(angley-Math.PI/2)*fraction;
        }
        if (keyboard.hold.w) {
            posx += dirx * fraction;
            posz += dirz * fraction;
            posy += diry * fraction;
        }
        if (keyboard.hold.s) {
            posx -= dirx * fraction;
            posz -= dirz * fraction;
            posy -= diry * fraction;
        }
    }
   
    public void set() {
        GLU.gluLookAt(posx, posy, posz, posx+dirx, posy+diry, posz+dirz, 0, 1, 0);
    }
   
}

Check out my Devblog! Smiley
Offline quew8

JGO Coder


Medals: 30



« Reply #1 - Posted 2013-03-23 20:57:20 »

surely:
1  
diry = sin(anglex);
Offline Mac70
« Reply #2 - Posted 2013-03-23 20:59:52 »

This is even worse - camera is "waving" up and down.

Check out my Devblog! Smiley
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline PeterNicholson

Senior Member


Medals: 3
Projects: 1



« Reply #3 - Posted 2013-03-25 16:55:05 »

Mac, not that I am better at programming, but maybe You should do some more 2d before you move into 3d programming?  Wink

Subscribe to me on YouTube: http://youtube.com/javaprogrammerguy
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Pippogeek (37 views)
2014-09-24 16:13:29

Pippogeek (29 views)
2014-09-24 16:12:22

Pippogeek (18 views)
2014-09-24 16:12:06

Grunnt (42 views)
2014-09-23 14:38:19

radar3301 (24 views)
2014-09-21 23:33:17

BurntPizza (61 views)
2014-09-21 02:42:18

BurntPizza (30 views)
2014-09-21 01:30:30

moogie (36 views)
2014-09-21 00:26:15

UprightPath (49 views)
2014-09-20 20:14:06

BurntPizza (52 views)
2014-09-19 03:14:18
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
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
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!