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Mind Calamity

Member Since 23 Dec 2010
Offline Last Active Today, 02:21 PM
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Topics I've Started

Vector/Quaternion help - pitch bone to direction vector

17 June 2013 - 12:33 PM

Hello, so I'm having a problem making my character look down. I'm using the OGRE3D as my rendering engine, and the math facilities it provides.

What I need to do is basically determine the amount of pitch needed to get the bone to the same direction as my crosshair/camera direction.

// mDirection is the direction of the character
Vector3 boneDir = getBoneWorldOrientation(mEntity, mHips) * mDirection;
// This is the direction of the crosshair
 Vector3 dir = mCameraTrans->_getDerivedDirection();
Quaternion rot = boneDir.getRotationTo(dir);

// The code below has been taken from the sinbad character controller and adapted to pitch, instead of yaw
Real pitchToGoal = rot.getPitch().valueDegrees();
Real pitchAtSpeed = pitchToGoal / Ogre::Math::Abs(pitchToGoal) * timeSinceLastUpdate * 100.0f;
if (pitchToGoal < 0) pitchToGoal = std::min<Real>(0, std::max<Real>(pitchToGoal, pitchAtSpeed)); //yawToGoal = Math::Clamp<Real>(yawToGoal, yawAtSpeed, 0);
else if (pitchToGoal > 0) pitchToGoal = std::max<Real>(0, std::min<Real>(pitchToGoal, pitchAtSpeed)); //yawToGoal = Math::Clamp<Real>(yawToGoal, 0, yawAtSpeed);
 mHips->pitch(Degree(pitchToGoal));
The above code has been adapted from multiple sources and somewhat works, but only on one axis. I know I'm probably doing some horrible things to the math related to this, so I appreciate any tips and pointers. :)
 
Unfortunately I'm not that good with Vector/Quaternion math, and I get the following bug:
Here's a YouTube video showasing the problem (I didn't find a way to embed it into the post): https://www.youtube.com/watch?v=IwUpzEE3uwI
It seems to work properly on +Z, it's shaking a bit on -Z, and it just continues to rotate on +X/-X.
 
I also posted on the OGRE3D forums, and am mirroring the post here to increase my chance of a reply.
 
For any future Googlers that happen to stumble upon this post, here's the link just in case: http://ogre3d.org/forums/viewtopic.php?f=2&t=78213
 
Note to moderators: If you think the Math and Physics is more appropriate, please move it there. smile.png

Can't seem to bind a class - Compile errors.

30 January 2013 - 04:53 PM

Hello, I've been struggling with registering/binding my class with AngelScript for the past few days, and I've went over the documentation a fair amount of times, but I haven't figured out the problem. I have a class like this:

 

class ENGINE_EXPORT GameObject : public Object
{
	friend class Level;
public:
	GameObject(uint32 id, String name, bool isStatic = false);
	int			addRef();
	int			release();
	
protected:
	~GameObject();
	Level*	mCreator;

	int mRefCount;
};

 

And I'm registering it like this:

void bindGameObject(asIScriptEngine* engine)
{
	int r;
	r = engine->RegisterObjectType("GameObject", 0, asOBJ_REF);
	r = engine->RegisterObjectBehaviour("GameObject", asBEHAVE_ADDREF, "void f()", asMETHOD(GameObject, addRef), asCALL_THISCALL); assert( r >= 0 );
	r = engine->RegisterObjectBehaviour("GameObject", asBEHAVE_RELEASE, "void f()", asMETHOD(GameObject, release), asCALL_THISCALL); assert( r >= 0 );
	r = engine->RegisterObjectMethod("GameObject", "const string& getName()", asMETHOD(GameObject, getName), asCALL_THISCALL); assert( r >= 0 );
}

 

 

The game objects are created by a class "Level" which is registered like so:

void bindLevel(asIScriptEngine* engine)
{
	engine->RegisterObjectType("Level", 0, asOBJ_REF | asOBJ_NOHANDLE);

	int r = engine->RegisterObjectMethod("Level", "void createSky()", asMETHOD(Level, createSky), asCALL_THISCALL); assert( r >= 0 );
	r = engine->RegisterObjectMethod("Level", "const string& getName()", asMETHOD(Level, getName), asCALL_THISCALL); assert( r >= 0 );
	//r = engine->RegisterObjectMethod("Level", "bool getGameObject(const string &in, GameObject &out)", asMETHODPR(Level, getGameObject, (const String&, GameObject&), bool), asCALL_THISCALL); assert (r >= 0);
	r = engine->RegisterObjectMethod("Level", "const GameObject @+ getGameObject(const string &in name)", asMETHOD(Level, getGameObject), asCALL_THISCALL); assert( r >= 0 );
	//	int r = engine->RegisterObjectMethod("")
}

 

The problem is with the getGameObject function, it's declared on the C++ like this:

// String is just a typedef of std::string.
GameObject* getGameObject(const String& name);

 

And in my actual script I have this:

void testGet()
{
	GameObject@ obj = level.getGameObject("CamObj");
}

 

But I get "Error Compiling void testGet()".

 

Any ideas as to where my problem is ? (Sorry for the spammy code)

 

BTW - The addRef and release functions are taken from the Game sample, as is the way of registering.


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