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ghotirein

problem with angles and direction to waypoints

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ghotirein    122
Hi folks, I had this system where I used two normalized vectors and calculated the angle with acos, but then I did not get the + or - so I did not know which way the angle was so I checked when the angle is bigger then the last time change turning direction. now this worked but it did not look nice. So i decided to create a different approach in which I try to calculate the exact angle and then alter the direction according to that. My plane however does not go where it supposed to be and frankly I am a little lost why this happens. here is my code(very ugly for all the changes, comments and stuff):
void Enemy::AI(TrackPart* thisPart) {
	if (thisPart == NULL) return;

	//return;
	
	//if (waypointPath.at(0) == NULL) return;
	
	angleOld = angle;
	// first calculate direction
	ScePspFVector3 destination, dir;
	//if (waypointPath.size() == 0) return;

	//destination = Vector3D::Substract(*(waypointPath.at(0)), position);
	destination = Vector3D::Substract(position, *(waypointPath.at(0)));
	// calculate difference :)
	float tmpdistance = destination.x * destination.x + destination.z * destination.z;

	if(distance < tmpdistance && tmpdistance < 100.0f) {
		// erase old
		waypointPath.erase(waypointPath.begin());
		//	load new
	}
	distance = tmpdistance;
	destinationOld = destination;
	Vector3D::Normalize(destination);
		
	dir.x = direction.x;
	dir.y = direction.y;
	dir.z = direction.z;
	Vector3D::Normalize(dir);

	//angle = acos(Vector3D::DotProduct(dir, destination));
	angle = atan2(destination.x,destination.z) - atan2(dir.x,dir.z);

	if (angle > 0.0f) {
		directionAngle -= 0.025f; }
	else {
		directionAngle += 0.025f; }
	// aanvulling wanneer 0 dan is het goed :D dus hoek veranderd niet :D 

	Vector3D::Rotate(direction, directionAngle);
	
	// then calculate speed

	speed =20.0f;

	// save old position
	positionOld.x = position.x;
	positionOld.y = position.y;
	positionOld.z = position.z;

	// update new location
	position.x += (direction.x * ((float)speed / 100.0f));
	position.y += (direction.y * ((float)speed / 100.0f));
	position.z += (direction.z * ((float)speed / 100.0f));

};
Well the plane takes the wrong angle :s i guess in any case it does not go the right way, can anybody see what I am doing wrong exactly? substract= first minus the last rotate= rotate vector along the y axis with the second value as angle to add normalize= divide by length please note that it is a 2D problem in a 3D world, the planes are always on the same y height so moving is done on the xz plane. Hope you guys can help me :S greets ghoti

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jyk    2094
I didn't look at the code, but I can tell you how to compute the signed angle between two vectors in 2-d:
angle = atan2(perp_dot(a,b),dot(a,b));
Does that help at all?

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ghotirein    122
Hi,

I don't know what you mean by the perp_dot is that the perpendicular dot product? and what is that exactly?

To calculate the angle I use:
angle = atan2(destination.x,destination.z) - atan2(dir.x,dir.z);



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jyk    2094
Quote:
I don't know what you mean by the perp_dot is that the perpendicular dot product? and what is that exactly?
perp(x,y) = (-y,x)

And:

perp_dot(a,b) = dot(perp(a),b)

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ghotirein    122
hi well if I do that then my plane only goes straigth ahead and does not turn:
maybe i did not od it correct:

// my old one
//angle = atan2(destination.x,destination.z) - atan2(dir.x,dir.z);

// new one
angle = atan2((-destination.y * dir.x + destination.x * dir.y), (destination.x * dir.x + destination.y * dir.y));

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