I'm trying to rotate and move a triangle into a certain direction, based on the pointing direction of the triangle. In theory, I calculate the sine and cosine of the direction (0-360 degrees) and add these values to the x- and y-position, right? It just doesn't work.
Also, the triangle should point up in the beginning, not down.
public void speedUp() {
float dirX, dirY;
speed *= acceleration;
if(speed > 50) speed = 50;
println("dir: " + direction + " x: " + cos(direction) + " y: " + sin(direction));
dirX = cos(direction);
dirY = sin(direction);
xPos+=dirX;
yPos+=dirY;
}
public void redraw() {
GL gl = pgl.beginGL(); // always use the GL object returned by beginGL
gl.glTranslatef(xPos, yPos, 0);
gl.glRotatef(direction, 0, 0, 1000);
gl.glBegin(GL.GL_TRIANGLES);
gl.glColor4f(0.1, 0.9, 0.7, 0.8);
gl.glVertex3f(-10, -10, 0); // lower left vertex
gl.glVertex3f( 10, -10, 0); // lower right vertex
gl.glVertex3f( 0, 15, 0); // upper vertex
gl.glEnd();
}
It looks like you need to convert from polar coordinates(moving about using an angle and a radius) to cartesian coordinates(moving about using the x and y).
The formula looks a bit like this:
x = cos(angle) * radius;
y = sin(angle) * radius;
So, as #Lie Ryan mentions, you also need to multiply with speed (which is your radius in polar coordinates).
Either have your angle in degrees but use radians() when using cos,sin as they work with radians, or use radians, and use degrees() with glRotatef, up to you
Also, you might want to have a look at glPushMatrix() and glPopMatrix(). Bascially, they allow you to nest transformations. Whatever transformations you do withing the blocks, they affect just that block locally.
Here's what I mean, use w,a,s,d keys:
import processing.opengl.*;
import javax.media.opengl.*;
float direction = 0;//angle in degrees
float speed = 0;//radius
float xPos,yPos;
void setup() {
size(600, 500, OPENGL);
}
void keyPressed(){
if(key == 'w') speed += 1;
if(key == 'a') direction -= 10;
if(key == 'd') direction += 10;
if(key == 's') speed -= 1;
if(speed > 10) speed = 10;
if(speed < 0) speed = 0;
println("direction: " + direction + " speed: " + speed);
}
void draw() {
//update
xPos += cos(radians(direction)) * speed;
yPos += sin(radians(direction)) * speed;
//draw
background(255);
PGraphicsOpenGL pgl = (PGraphicsOpenGL) g;
GL gl = pgl.beginGL();
gl.glTranslatef(width * .5,height * .5,0);//start from center, not top left
gl.glPushMatrix();
{//enter local/relative
gl.glTranslatef(xPos,yPos,0);
gl.glRotatef(direction-90,0,0,1);
gl.glColor3f(.75, 0, 0);
gl.glBegin(GL.GL_TRIANGLES);
gl.glVertex2i(0, 10);
gl.glVertex2i(-10, -10);
gl.glVertex2i(10, -10);
gl.glEnd();
}//exit local, back to global/absolute coords
gl.glPopMatrix();
pgl.endGL();
}
You don't actually need the { } for the push and pop matrix calls, I added them like a visual aid. Also, you can do this without push/pop, by concatenating your transforms, but it's handy to know those are there for your when you need them. Might come in handy when you want to shoot some GL_LINES out of that triangle...pew pew pew!
HTH
You have your units messed up. glRotatef excepts degrees and the trigonometrical functions expect radians. This is the most obvious mistake.
Also, speed is never used in your snippet. I suppose that every frame you're using it somehow, but in the code you pasted there's:
xPos+=dirX
Which is basically "add direction to the position" - not making much sense, unless you want to "move it exactly 1 unit in the given direction instantenously at the moment when speedUp() is called. The usual approach for continous movement would be to:
// each frame:
xPos += dirX * speed * deltaTime;
yPos += dirY * speed * deltaTime;
Try this:
dirX = speed * cos(direction);
dirY = speed * sin(direction);
You are obviously new to OpenGl, so I would recommend you, that you look into quaternions to do your roations. Here are two pretty nice article about this matter: Gamedev and Nehe. I would recommend you to use the Quaternion class from the JMonkeyEngine. Just remove the savable and some other interfaces and you can use them with ease. Here they are located: JMonkey Source
I also use the JME math classes for my own projects. I have already striped most of the dependencies and you can download some classes from here: Volume Shadow. However the Quaternion class is missing, but you WILL need Vector3f :D.
Related
I am trying to move a triangle in the direction of the top vertex.
Depending on the rotation angle.
This is my code:
private static void render() {
// Clear the pixels on the screen and clear the contents of the depth buffer (3D contents of the scene)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset any translations the camera made last frame update
glLoadIdentity();
// Apply the camera position and orientation to the scene
//camera.applyTranslations();
glTranslated(0,0,-5);
glPushMatrix();
glRotated(f.get_direction(),0,0,1);
glTranslated(x,y,0);
f.draw();
glPopMatrix();
x+=(f.get_speed()/30)*cos(f.get_direction()+90);
y+=(f.get_speed()/30)*sin(f.get_direction()+90);
}
The point is that no matter what is the rotation angle that is the direction,
i want to move the triangle according to it.
Did you try to translate according to direction vector but there is simple problem cos and sin arguments is in radians glRotate in degrees:
so we must create static function
static double degToRad(double x)
{
return (x / 180.0) * Math.PI;
}
than use it
glLoadIdenity();
x += Math.cos(degToRad(getDirection() + 90)) * getSpeed();
y += Math.sin(degToRad(getDirection() + 90)) * getSpeed();
glTranslatef(x, y, 0);
glRotatef(getDirection(), 0, 0, 1);
drawObject();
you can also invert direction of movement just subsctacting current angle from 360:
glLoadIdenity();
x += Math.cos(degToRad(360 - getDirection() + 90)) * getSpeed();
y += Math.sin(degToRad(360 - getDirection() + 90)) * getSpeed();
glTranslatef(x, y, 0);
glRotatef(getDirection(), 0, 0, 1);
drawObject();
I'm trying to draw a circle on my canvas. Pseudocode of my algorithm looks like that
double R = 1.0;
// Draw 11 points, lying on the circle with the radius of 1
// and angle from 0 to 90 degrees
for(int i=0; i<=10; i++)
{
drawPoint( R*cos(PI*i/20), R*sin(PI*i/20) );
}
// Draw a circle with center at the (0; 0) and with the radius of 1
drawCircle(0, 0, R);
That's what I've got:
Looks fine, but there is one problem. When I increase radius only points with angles 0, 45 and 90 lie on a circle.
That's how it looks 72 degrees:
There is no any info about accuracy of the method drawCircle on developer.android.com.
I guess that it draws, based on the values at points with angles 0, 45, 90, ..., and calculate line in other positions very approximately.
I know, that I can draw circle as accurate as I want to, if I'll draw it like a polyline with tiny step, but it will work very slow.
So I want to find out - is there any methods to draw circle accurate in Android?
UPD 1:
How do I draw a points:
int x, y;
x = getPixelX(point.getX());
y = getPixelY(point.getY());
canvas.drawCircle(x, y, point.radius, paint);
Where getPixelX and getPixelY takes a coorditate of the point on plane and returns the same coordinate on the screen, basing on scale and offset.
I thought that I could make some mistake in those methods, but they work perfectly with the lines. I can zoom in lines and there is no error, all the points lies just on the line.
UPD 2:
There are comments, that probably I make a mistake in my calculations. I do not argue, perhaps you're right. So here is my "calculations".
How do I zoom in:
public void mouseWheelMoved(MouseWheelEvent e) {
// zoomQ is 0.9 or 1.1
double zoomQ = (e.getWheelRotation() + 10) / 10.0;
scaleX *= zoomQ;
scaleY *= zoomQ;
}
How do I move the plane:
public void mouseDragged(MouseEvent e) {
centerX -= (e.getX() - lastMouseX)/scaleX;
centerY -= (e.getY() - lastMouseY)/scaleY;
lastMouseX = e.getX();
lastMouseY = e.getY();
}
How do getPixelX/Y works:
public int getPixelX(double planeX) {
return (int)Math.round( scaleX*(planeX - centerX) + ScreenWidth/2 );
}
public int getPixelY(double planeY) {
return (int)Math.round( scaleY*(planeY - centerY) + ScreenHeight/2 );
}
Alright, I'm trying to do some simple object moving in the direction of where you touched the screen.
If I touch directly northwest of the object, it'll kind of move into the direction of the touch position. If I touch directly southeast of the object, it will kind of move into the direction of the touch position as well. However, if I touch directly northeast of the object, it'll move into the opposite direction towards the southwest. If I touch directly southwest of the object, it'll also move to the opposite direction towards northeast.
Also, if I touch north of the object, but just a little to the west, it will go straight west with a little to the north. Same with touching west of the object with a little bit to the north, it'll go straight north with a little bit to the west. Same thing for other directions.
Really, all the directions are from somewhat to obviously incorrect. I've been doing some paper calculations as well and I've seemed to be getting some correct angles, but at this point I'm completely stumped.
Does anyone know what the problem may be?
package com.badlogic.androidgames.texasholdem;
import java.util.List;
import android.util.FloatMath;
import com.badlogic.androidgames.framework.Game;
import com.badlogic.androidgames.framework.Graphics;
import com.badlogic.androidgames.framework.Input.TouchEvent;
import com.badlogic.androidgames.framework.Screen;
public class MainMenuScreen extends Screen {
public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI;
public static float TO_DEGREES = (1 / (float) Math.PI) * 180;
float num_x = 0; // Position of object on X axis
float num_y = 0; // Position of object on Y axis
float angle = 0;
public MainMenuScreen(Game game) {
super(game);
}
public void update(float deltaTime) {
Graphics g = game.getGraphics();
List<TouchEvent> touchEvents = game.getInput().getTouchEvents();
game.getInput().getKeyEvents();
int len = touchEvents.size();
for(int i = 0; i < len; i++) {
TouchEvent event = touchEvents.get(i);
if(event.type == TouchEvent.TOUCH_UP) {
if(inBounds(event, 0, 0, g.getWidth(), g.getHeight()) ) {
// Calculate the angle of the direction between two points
angle = (float) Math.atan2(event.x - num_x, event.y - num_y) * TO_DEGREES;
if (angle < 0)
angle += 360;
// This is just to give me numbers on the Math.atan2 result, angle, to/from X position, and to/from Y position
System.out.println("Pressed! - ATAN: " + Math.atan2(event.x - num_x, event.y - num_y)
+ " - ANGLE:" + angle + " - POS: " + event.x + "tx/"
+ (int)num_x + "fx " + event.y + "ty/" + (int)num_y + "fy");
}
}
}
// Moving object in direction at 1f speed
num_x += (1f * (float) Math.cos(angle * TO_RADIANS));
num_y += (1f * (float) Math.sin(angle * TO_RADIANS));
}
private boolean inBounds(TouchEvent event, int x, int y, int width, int height) {
if(event.x > x && event.x < x + width - 1 &&
event.y > y && event.y < y + height - 1)
return true;
else
return false;
}
public void present(float deltaTime) {
Graphics g = game.getGraphics();
g.drawPixmap(Assets.background, 0, 0);
g.drawPixmap(Assets.backcard, (int)num_x, (int)num_y);
}
public void pause() {
Settings.save(game.getFileIO());
}
public void resume() {
}
public void dispose() {
}
}
if event x> x then x must be positive to move toward event.x
the problem here is that when event.x< x then your moving x must be negative
int dx,dy;
dx = (1f * (float) Math.cos(angle * TO_RADIANS));
dy = (1f * (float) Math.sin(angle * TO_RADIANS));
if(event.x<x){
dx=-dx;}
if(event.y<y){
dy=-dy;}
num_x+=dx;
num_y+=dy;
this way is simpler but less precise....
public void update(){
//(find dif between item x, and touch x)
float xdif=destx-x;
float ydif=desty-y;
if(x<destx){
dx=xdif/8;
}
else if(x>destx){
//we devide both x and y differences by the same number
dx=xdif/8;
}
else if(x==destx){
dx=0;
}
if(y<desty){
dy=ydif/5;
}
else if(y>desty){
dy=ydif/5;
}
else if(y==desty){
dy=0;
}
x+=dx;
y+=dy;
there u go, pathing in a straight line between two points, item.x and touch x.
Firstly, the math - I think the problem is that, for example, tan(135deg) = tan (-45deg) = -1. Therefore, atan has return values ranging between -90deg and 90deg as a resolution to ambiguity (look at its graph here). I think La5t5tarfighter's solution - negating the x movement in some cases - is on the right track, but you need to negate the y component in those cases as well. You could try that, but it would be much simpler if you used libGDX's Vector2 class. This is how I'd do it:
move.set(touchX, touchY); // y should be through flipping or unproject() before this
move.sub(objectPos); // move now points from object to where you touched
move.nor(); // now 1 unit long
move.scl(SPEED*deltaTime); // multiplied by a constant and delta - framerate-independent
objectPos.add(move);
You could even chain it into just one line if you want:
objectPos.add(move.set(x,y).sub(objectPos).nor().scl(SPEED*deltaTime));
Secondly, you're not using a Camera. I'm not completely sure what the default coordinate system is, but I believe the y axis points up which is not the same as the one used for inputs - Input.getY() is given with an y axis pointing down from the top left corner. If you had a Camera, you'd do this:
cam.unproject(someVector.set(Gdx.input.getX(), Gdx.input.getY(), 0));
Lacking that, you might need to flip the y axis:
event.y = Gdx.graphics.getHeight() - event.y;
Still, this could be wrong. Try drawing the object right at the touch position - if I'm right in this, it'll seem mirrored vertically. If it draws correctly where you touch, ignore this part.
I'm sorry if this question was asked before, I did search, and I did not find an answer.
My problem is, that I'd like to make movement on all 3 axes with the X and Y rotation of the camera being relevant.
This is what I did:
private static void fly(int addX, int addY){ //parameters are the direction change relative to the current rotation
float angleX = rotation.x + addX; //angle is basically the direction, into which we will be moving(when moving forward this is always the same as our actual rotation, therefore addX and addY would be 0, 0)
float angleY = rotation.y + addY;
float speed = (moveSpeed * 0.0002f) * delta;
float hypotenuse = speed; //the length that is SUPPOSED TO BE moved overall on all 3 axes
/* Y-Z side*/
//Hypotenuse, Adjacent and Opposite side lengths of a triangle on the Y-Z side
//The point where the Hypotenuse and the Adjacent meet is where the player currently is.
//OppYZ is the opposite of this triangle, which is the ammount that should be moved on the Y axis.
//the Adjacent is not used, don't get confused by it. I just put it there, so it looks nicer.
float HypYZ = speed;
float AdjYZ = (float) (HypYZ * Math.cos(Math.toRadians(angleX))); //adjacent is on the Z axis
float OppYZ = (float) (HypYZ * Math.sin(Math.toRadians(angleX))); //opposite is on the Y axis
/* X-Z side*/
//Side lengths of a triangle on the Y-Z side
//The point where the Hypotenuse and the Adjacent meet is where the player currently is.
float HypXZ = speed;
float AdjXZ = (float) (HypXZ * Math.cos(Math.toRadians(angleY))); //on X
float OppXZ = (float) (HypXZ * Math.sin(Math.toRadians(angleY))); //on Z
position.x += AdjXZ;
position.y += OppYZ;
position.z += OppXZ;
}
I only implement this method when moving forwards(parameters: 0, 90) or backwards(params: 180, 270), since movement can't happen on the Y axis while going sideways, since you don't rotate on the Z axis. ( the method for going sideways(strafing) works just fine, so I won't add that.)
the problem is that when I look 90 degrees up or -90 down and then move forward I should be moving only on the Y axis(vertically) but for some reason I also move forwards(which means on the Z axis, as the X axis is the strafing).
I do realize that movement speed this way is not constant. If you have a solution for that, I'd gladly accept it as well.
I think your error lies in the fact that you don't fully project your distance (your quantity of movement hypothenuse) on your horizontal plane and vertical one.
In other words, whatever the chosen direction, what you are doing right now is moving your point of hypothenuse in the horizontal plane X-Z, even though you already move it of a portion of hypothenuse in the vertical direction Y.
What you probably want to do is moving your point of a hypothenuse quantity as a total.
So you have to evaluate how much of the movement takes place in the horizontal plane and how much in the vertical axis. Your direction gives you the answer.
Now, it is not clear to me right now what your 2 angles represent. I highly recommend you to use Tait–Bryan angles in this situation (using only yawn and pitch, since you don't seem to need the rolling - what you call the Z-rotation), to simplify the calculations.
In this configuration, the yawn angle would be apparently similar to your definition of your angleY, while the pitch angle would be the angle between the horizontal plane and your hypothenuse vector (and not the angle of the projection in the plane Y-Z).
A schema to clarify:
With :
s your quantity of movement from your initial position P_0 to P_1 (hypothenuse)
a_y the yawn angle and a_p the pitch one
D_x, D_y, D_z the displacements for each axis (to be added to position, ie AdjXZ, OppYZ and OppXZ)
So if you look at this representation, you can see that your triangle in X-Z doesn't have s as hypotenuse but its projection s_xz. The evaluation of this distance is quite straightforward: if you place yourself in the triangle P_0 P_1 P_1xz, you can see that s_xz = s * cos(a_p). Which gives you:
float HypXZ = speed * Math.cos(Math.toRadians(angleP))); // s_xz
float AdjXZ = (float) (HypXZ * Math.cos(Math.toRadians(angleY))); // D_x
float OppXZ = (float) (HypXZ * Math.sin(Math.toRadians(angleY))); // D_z
As for D_y ie OppYZ, place yourself in the triangle P_0 P_1 P_1xz again, and you'll obtain:
float OppYZ = (float) (speed * Math.sin(Math.toRadians(angleP))); // D_y
Now, if by angleX you actually meant the angle of elevation as I suppose you did, then angleP = angleX and HypXZ = AdjYZ in your code.
With this correction, if angleX = 90 or angleX = -90, then
HypXZ = speed * cos(angleX) = speed * cos(90deg) = speed * 0;
... and thus AdjXZ = 0 and OppXZ = 0. No movement in the horizontal plane.
Note:
To check if your calculations are correct, you can verify if you actually move your point of the wanted quantity of movement (hypothenuse ie speed ie s). Using Pythagorean theorem:
s² = s_xz² + D_z² // Applied in the triangle P_0 P_1 P_1xz
= D_x² + D_y² + D_z² // Applied in the triangle P_0 P_1x P_1xz
With the definitions of the displacements given above:
D_x² + D_y² + D_z²
= (s * cos(a_p) * cos(a_y))² + (s * cos(a_p) * sin(a_y))² + (s * sin(a_p))²
= s² * (cos(a_p)² * cos(a_y)² + cos(a_p)² * sin(a_y)² + sin(a_p)²)
= s² * (cos(a_p)² * (cos(a_y)² + sin(a_y)²) + sin(a_p)²)
= s² * (cos(a_p)² * 1 + sin(a_p)²)
= s² * (cos(a_p)² + sin(a_p)²)
= s² * 1 // Correct
Hope it helped... Bye!
I'm trying to create a simple game library mainly to teach myself. I read some posts here and in the web as such. But I think my problem is a bit different because I'm using my "own logic".
The basics:
All my objects on screen are called "entity" and they are capable to implement an interface called "EntityActionListener" wich allows to interact with the mouse, the keyboard, to move on the screen etc.
How to move the entity the best way?
Idea:
First of all I want to implement the movement, then the bouncing and then the collision for the entities.
For the movement and bouncing, and this is where I have problems, I want the following variables and functions:
protected float posx = 0, posy = 0;
protected float v = 0, vx = 0, vy = 0;
protected int direction = 0;
I use the setVelocity(float arg1) function to set the velocity (v) to arg1 and update the velocity on the axis (vx, vy):
/**
* Set the velocity on both axis according to the direction given
*
* #param arg1 the direction in degrees
* #param arg2 the velocity
*/
private void setVelocityOnAxis(int arg1, float arg2)
{
// Check for speed set to 0
if (arg2 == 0) {
vx = 0;
vy = 0;
return;
}
// Set velocity on axis
vx = (float) (Math.cos(arg1 * Math.PI / 180) * arg2);
vy = (float) (Math.sin(arg1 * Math.PI / 180) * arg2);
}
So the velocity (v) may updates within a triggered event for example.
=> This step seems to work fine.
But I'm having some troubles with the direction which should be handled as follows:
/**
* Set the entity direction
*
* #param arg1 the direction in degrees
*/
protected final void setDir(int arg1)
{
// Update direction
direction = arg1;
// Update velocity on axis
setVelocityOnAxis(direction, v);
}
/**
* Get the enity direction based on the axis
*
* #param arg1 the x velocity
* #param arg2 the y velocity
*/
protected final int getPointDir(float arg1, float arg2)
{
// Set the direction based on the axis
return (int) (360 - Math.abs(Math.toDegrees(Math.atan2(arg1, arg2)) % 360));
}
I wanted to have a bouncing on the border of the frame so I checked for the 4 directions by comparing the x and y coordinates and set either the vx or the vy according to the side to its additive inverse (like 1 to -1). But this does fail.
If I would just update the vx or vy on each side it would bounce like expected but the direction is not updated for this reason.
Here is the code I used:
// ...
// Hit bounds on x axis
direction = -vx; // works.
setDir(getPointDir(-vx, vy)); // does not work.
I'm not that good in geometry and trigonometry. The problem is that I can't say why a collision with a horizontal speed of 1 in direction 360 results in 45 degrees or other strange things I got from the debug prints ...
I really hope someone out there can help me. I just can't fix it.
EDIT:
My question is: Why is this not working. Some code in either setDir() or getPointDir() must be wrong.
EDIT 2
So, I finally get it work. The problem was that the entity had a direction of 45 and moved downwards instead of upwards so I additive inverse for the v speed - this causes this stupid error because minus and minus are positive and while I was bouncing it changed always both velocities, the vx and the vy. I just had to change something in the calculation for the degrees instead. Thank you for your help.
I'm taking a guess that getPointDir() and setVelocity() should calculate a direction in degrees from an x,y and an x,y from a direction in degrees (respectively). In that case, here's the proper line of getPointDir():
return (int) (360 + Math.toDegrees(Math.atan2(arg2, arg1))) % 360;
A simple test:
public static void main(String[] args) {
Test t = new Test();
for (int i = 0; i < 360; i++) {
t.setVelocityOnAxis(i, 10);
System.out.println("Angle: " + i + " vx: " + t.vx + " vy: " + t.vy);
System.out.println("getPointDir: " + t.getPointDir(t.vx, t.vy));
}
}
Edit as for the error, atan2() is always y,x -- easier to spot with variables names other than arg1, arg2. The other error was in the Math.abs logic.
Check this answer. It has the bounce on an axis correctly. You have to think the incoming angle is just as big as the outgoing angle, just opposite. The picture in the post describes this. Good luck.
Maybe this is what you're looking for... (still not sure I get your code).
In getPointDir():
double deg = Math.toDegrees(Math.atan2(arg1, arg2));
if (deg < 0) deg += 360;
return (int) deg;
And then use setDir(getPointDir(-vx, vy)) like in your original post.