Re: Calculating the angle of a point in relation to another February 13, 2012 12:49AM | Registered: 13 years ago Posts: 363 |
Quote
Titmouse
tueidj - I see, thanks for the info.
Sorry Owen, hitting your thread a bit hard now wth off subject matters ;)
Re: Calculating the angle of a point in relation to another February 13, 2012 05:14PM | Registered: 13 years ago Posts: 363 |
Re: Calculating the angle of a point in relation to another February 13, 2012 06:36PM | Registered: 13 years ago Posts: 99 |
Re: Calculating the angle of a point in relation to another February 13, 2012 07:11PM | Registered: 13 years ago Posts: 363 |
Re: Calculating the angle of a point in relation to another February 13, 2012 11:41PM | Registered: 13 years ago Posts: 99 |
Re: Calculating the angle of a point in relation to another March 04, 2012 02:04AM | Registered: 13 years ago Posts: 363 |
guVector rotate_vec_to_angle( guVector position_vec, guVector center_vec, float rot_deg_x, float rot_deg_y, float rot_deg_z ) { guVector orig_direction = position_vec; Mtx m,om; guMtxIdentity(m); guMtxApplyTrans (m, om, -center_vec.x, -center_vec.y, -center_vec.z); guMtxRotDeg(m, 'x', rot_deg_x); // rotate around y axis guMtxConcat(m, om, om); guMtxRotDeg(m, 'y', rot_deg_y); // rotate around x axis guMtxConcat(m, om, om); guMtxRotDeg(m, 'z', rot_deg_z); // rotate around z axis guMtxConcat(m, om, om); guMtxIdentity(m); guMtxApplyTrans (m, m, center_vec.x, center_vec.y, center_vec.z); guMtxConcat(m, om, om); guVecMultiply(om, &orig_direction, &position_vec); return position_vec; }
Re: Calculating the angle of a point in relation to another March 10, 2012 10:15AM | Registered: 13 years ago Posts: 99 |
Re: Calculating the angle of a point in relation to another March 10, 2012 07:50PM | Registered: 13 years ago Posts: 363 |
Re: Calculating the angle of a point in relation to another March 11, 2012 10:35AM | Registered: 13 years ago Posts: 99 |
Re: Calculating the angle of a point in relation to another March 13, 2012 10:37PM | Registered: 13 years ago Posts: 363 |
Re: Calculating the angle of a point in relation to another March 15, 2012 04:32PM | Registered: 13 years ago Posts: 363 |
Re: Calculating the angle of a point in relation to another March 15, 2012 08:58PM | Registered: 13 years ago Posts: 99 |
Re: Calculating the angle of a point in relation to another March 15, 2012 10:00PM | Registered: 13 years ago Posts: 99 |
Re: Calculating the angle of a point in relation to another March 16, 2012 05:10AM | Registered: 13 years ago Posts: 363 |
Re: Calculating the angle of a point in relation to another March 17, 2012 05:18PM | Registered: 13 years ago Posts: 363 |
guVector rotate_vector_to_angle( guVector player_target, guVector player_position, float angx, float angy, float angz ){ static guVector _GRRaxisx = (guVector){1, 0, 0}; // DO NOT MODIFY!!! static guVector _GRRaxisy = (guVector){0, 1, 0}; // Even at runtime static guVector _GRRaxisz = (guVector){0, 0, 1}; // NOT ever! Mtx g_ObjTransformationMtx; //hack ... moved into gloabal space Mtx m, rx,ry,rz; Mtx mv, mvi; guMtxIdentity(g_ObjTransformationMtx); //if((scalx !=1.0f) || (scaly !=1.0f) || (scalz !=1.0f)) { guMtxIdentity(m); guMtxScaleApply(m, m, 1, 1, 1); //no need to scale. scale is always 1 guMtxConcat(m, g_ObjTransformationMtx, g_ObjTransformationMtx); //} if((angx !=0.0f) || (angy !=0.0f) || (angz !=0.0f)) { guMtxIdentity(m); guMtxRotAxisDeg(rx, &_GRRaxisx, angx); guMtxRotAxisDeg(ry, &_GRRaxisy, angy); guMtxRotAxisDeg(rz, &_GRRaxisz, angz); guMtxConcat(ry, rx, m); guMtxConcat(m, rz, m); guMtxConcat(m, g_ObjTransformationMtx, g_ObjTransformationMtx); } //if((player_position.x !=0.0f) || (player_position.y !=0.0f) || (player_position.y !=0.0f)) { guMtxIdentity(m); guMtxTransApply(m, m, player_position.x, player_position.y, player_position.z); //always done guMtxConcat(m, g_ObjTransformationMtx, g_ObjTransformationMtx); //} guVector orig_direction = player_target; guMtxApplyTrans (g_ObjTransformationMtx, g_ObjTransformationMtx, -player_position.x, -player_position.y, -player_position.z); guVecMultiply(g_ObjTransformationMtx, &orig_direction, &player_target); return player_target; //returns the new location of the target location } guVector tracker_get_degrees_to_face_target(guVector current, guVector target ) { //it calculates the angle needed for the [model] to face the target from current_position float dx=target.x-current.x; float dy=target.y-current.y; float dz=target.z-current.z; float hyp = sqrt(dx*dx + dz*dz); float rx= atan2(dy, hyp); float ry= atan2(dx, dz); rx= rx * 57.2957795; ry= ry * 57.2957795; return (guVector){rx, ry, 0}; //no z necessary }
Re: Calculating the angle of a point in relation to another March 22, 2012 04:52PM | Registered: 13 years ago Posts: 363 |
Re: Calculating the angle of a point in relation to another June 10, 2012 09:09AM | Registered: 13 years ago Posts: 363 |