Started by Apr 26 2011 11:57 PM

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3 replies to this topic

Posted 26 April 2011 - 11:57 PM

Righty, so;

I have a current rotation value of an object stored as radians, i am looking for a way to find the object's right and left, in a radian value.

This will allow me to move(strafe) left and right relative to it's heading.

So current angle = #

angle right = # (function here... )

Ive tried converting to degrees and then back again, but its making it overly complex i think, and doesn't sort the problem of angle being relative.

Anyone familiar with this problem?

I have a current rotation value of an object stored as radians, i am looking for a way to find the object's right and left, in a radian value.

This will allow me to move(strafe) left and right relative to it's heading.

So current angle = #

angle right = # (function here... )

Ive tried converting to degrees and then back again, but its making it overly complex i think, and doesn't sort the problem of angle being relative.

Anyone familiar with this problem?

Posted 27 April 2011 - 12:31 AM

Heres my solution

if (Keyboard.GetState().IsKeyDown(Keys.A))

{

speed = 0.35f;

// degrees = 270.0f;

degrees = MathHelper.ToDegrees(pRot);

degrees -= 90;

pRotStrafe = MathHelper.ToRadians(degrees);

pVlx = (float)Math.Cos(pRotStrafe) * speed;

pVly = (float)Math.Sin(pRotStrafe) * speed;

pPos -= new Vector2(pVlx, pVly);

}

if (Keyboard.GetState().IsKeyDown(Keys.D))

{

speed = 0.35f;

degrees = MathHelper.ToDegrees(pRot);

degrees += 90;

pRotStrafe = MathHelper.ToRadians(degrees);

pVrx = (float)Math.Cos(pRotStrafe) * speed;

pVry = (float)Math.Sin(pRotStrafe) * speed;

pPos -= new Vector2(pVrx, pVry);

}

Strikes me as a lot of computation but it does work.

To alleviate all the questions i badger the boards with i can at least post solutions as i find them.

if (Keyboard.GetState().IsKeyDown(Keys.A))

{

speed = 0.35f;

// degrees = 270.0f;

degrees = MathHelper.ToDegrees(pRot);

degrees -= 90;

pRotStrafe = MathHelper.ToRadians(degrees);

pVlx = (float)Math.Cos(pRotStrafe) * speed;

pVly = (float)Math.Sin(pRotStrafe) * speed;

pPos -= new Vector2(pVlx, pVly);

}

if (Keyboard.GetState().IsKeyDown(Keys.D))

{

speed = 0.35f;

degrees = MathHelper.ToDegrees(pRot);

degrees += 90;

pRotStrafe = MathHelper.ToRadians(degrees);

pVrx = (float)Math.Cos(pRotStrafe) * speed;

pVry = (float)Math.Sin(pRotStrafe) * speed;

pPos -= new Vector2(pVrx, pVry);

}

Strikes me as a lot of computation but it does work.

To alleviate all the questions i badger the boards with i can at least post solutions as i find them.

Posted 27 April 2011 - 01:50 PM

Typically you'd do this using vector math rather than angles/trig. For example, given a vector (x, y), the perpendicular vectors are (-y, x) and (y, -x) (which is basically what you're computing here, but in a less straightforward way).

Posted 28 April 2011 - 07:06 AM

You can cut out the conversion here, since Pi/2 (radians) = 90 (degrees).

would become...

degrees = MathHelper.ToDegrees(pRot); degrees -= 90; pRotStrafe = MathHelper.ToRadians(degrees);

would become...

pRotStrafe = pRot - Pi/2;