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 3D Camera math is off  (Read 3337 times) 0 Members and 1 Guest are viewing this topic.
opiop65

JGO Kernel

Medals: 159
Projects: 7
Exp: 3 years

JumpButton Studios

 « Posted 2013-10-12 12:56:03 »

I've been trying to get back into 3D for a few days now, and I decided to make the camera. The problem is that when I rotate around the z axis, the rotation is actually applied to my movement in such a way that the y position of the camera rises a little if the z rotation is not 0. I'll show you my 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 `if (Keyboard.isKeyDown(Keyboard.KEY_A)) {         float yrotrad;         yrotrad = (yrot / 180 * 3.141592654f);         xpos -= (float) (Math.cos(yrotrad)) * strafeSpeed;         zpos -= (float) (Math.sin(yrotrad)) * strafeSpeed;      }      if (Keyboard.isKeyDown(Keyboard.KEY_D)) {         float yrotrad;         yrotrad = (yrot / 180 * 3.141592654f);         xpos += (float) (Math.cos(yrotrad)) * strafeSpeed;         zpos += (float) (Math.sin(yrotrad)) * strafeSpeed;      }      if (Keyboard.isKeyDown(Keyboard.KEY_W)) {         float xrotrad, yrotrad;         yrotrad = (yrot / 180 * 3.141592654f);         xrotrad = (xrot / 180 * 3.141592654f);         xpos += (float) (Math.sin(yrotrad) / walkSpeed);         zpos -= ((float) (Math.cos(yrotrad)) / walkSpeed);         ypos -= ((float) (Math.sin(xrotrad)) / walkSpeed);      }      if (Keyboard.isKeyDown(Keyboard.KEY_S)) {         float xrotrad, yrotrad;         yrotrad = (yrot / 180 * 3.141592654f);         xrotrad = (xrot / 180 * 3.141592654f);         xpos -= (float) (Math.sin(yrotrad) / walkSpeed);         zpos += ((float) (Math.cos(yrotrad)) / walkSpeed);         ypos += ((float) (Math.sin(xrotrad)) / walkSpeed);      }`

And my mouse code:
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20 `public void updateMouse() {      mouseX = Mouse.getX();      mouseY = 720 - Mouse.getY();      mouseDX = Mouse.getDX();      mouseDY = -Mouse.getDY();            Mouse.setGrabbed(true);            xrot += (((float) mouseDY) * .090);      yrot += (((float) mouseDX) * .090);            if(xrot > 90){         xrot = 90;      }            if(xrot < -90){         xrot = -90;      }   }`

Obviously this is a trig question, but I'm not the best at trig (taking it next semester), so I don't know how to fix it!

opiop65

JGO Kernel

Medals: 159
Projects: 7
Exp: 3 years

JumpButton Studios

 « Reply #1 - Posted 2013-10-12 13:03:15 »

Nevermind, I'm an idiot I fixed it!

ra4king

JGO Kernel

Medals: 355
Projects: 3
Exp: 5 years

I'm the King!

 « Reply #2 - Posted 2013-10-12 19:15:39 »

What exactly was the problem? Best to post the solution for anyone in the future

opiop65

JGO Kernel

Medals: 159
Projects: 7
Exp: 3 years

JumpButton Studios

 « Reply #3 - Posted 2013-10-13 00:23:28 »

Ah yes, I was inverting my z a i rotation so that when I aimed the camera down and pressed the forward key, I would actually move upwards.

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