Quote:Original post by MadsGustafZahlman is suggesting that you reverse the terms in the vector subtraction within the call to atan2() (if that's still not clear, post back with your questions and we'll try to clarify things further).
I understand the part about the y-axis being flipped. But not how you would solve it.. would you multiply dy by -1, to get the inverse? Sorry for being ignorant, but this is really something new to me. I did not quite get the vector part either. How would it have any use in this example?
Calculating rotation angel
Hmm. i do not think i am following you, but this was what i tried nevertheless.
It does not produce the desired result, so i assume this is not the right approach.
double angle = atan2(object.x - mouse_y,mouse_x - object.x ); cout << angle*RAD2DEG << endl; object.rotation = angle;
It does not produce the desired result, so i assume this is not the right approach.
There is nothing wrong with the atan2 that was shown to you, don't change it.
The problem lies with how you rotate the sprite after the calculation.
HOW do you rotate the sprite with the "object.rotation"?
The problem lies with how you rotate the sprite after the calculation.
HOW do you rotate the sprite with the "object.rotation"?
I am using OpenGL for drawings. I believe i have inverted the y-axis (using glOrtho to set up projection with origin at top left corner) Atleast with translating and such, y is increasing going from up to down. This is how i draw:
I am iterating over all the objects in the game using the the following functions on them, and the The rotation and all is perfect for all other objects (not using the atan2 function..)
I am iterating over all the objects in the game using the the following functions on them, and the The rotation and all is perfect for all other objects (not using the atan2 function..)
[source langg = "cpp"]Code: //translate to origin glTranslate(object.x,object.y,0); glRotatef(rotation*(180/pi),0,0,1); glBegin(GL_QUADS); //draw the textured quad glEnd(GL_QUADS);
I can see why it's not working, doh!
glRotatef rotates by the AMOUNT specified not to the HEADING.
Pay close attention here, and I mean pay CLOSE attention... otherwise this saga is going to go on forever :)
----
Now if you recall my VERY FIRST post you will see this statement:
0 GOING counterclockwise 45 degrees == 315 degrees (the result from atan2), this means that you have tryed to rotate 315 degrees and not -45 !!!!!!!!!!!! BOOM ERROR ERROR! THINK THINK!
Let me show you another few examples:
270 degrees == counterclockwise rotation of 90 degrees(shortest rotation from 0)
10 degrees == clockwise rotation of 10 degrees
170 degrees == clockwise rotation of 170 degrees
You could also use the correct sign from atan2 if you truly know what you are doing, but I think you should brush up on your maths first.
FINALLY, note that glRotatef (assumes a right hand side rule and rotates the OPPOSITE DIRECTION to add even more confusion so invert the rotation to left hand side rule, or at least ensure a clockwise rotation and using - + rotations, - would be counterclock + would be clockwise)
So in theory (provided you are using screen co-ordinates without transformations and left hand side rotation mode)
See image for final visual explanation-> http://www.ultanart.co.uk/uberimage.jpg
lol! :)
[Edited by - Pickl3d on March 5, 2008 6:05:40 AM]
glRotatef rotates by the AMOUNT specified not to the HEADING.
Pay close attention here, and I mean pay CLOSE attention... otherwise this saga is going to go on forever :)
----
Now if you recall my VERY FIRST post you will see this statement:
Quote:
Example result might be 315 degrees, so you rotate from 0, -45degrees to face the mouse.
0 GOING counterclockwise 45 degrees == 315 degrees (the result from atan2), this means that you have tryed to rotate 315 degrees and not -45 !!!!!!!!!!!! BOOM ERROR ERROR! THINK THINK!
Let me show you another few examples:
270 degrees == counterclockwise rotation of 90 degrees(shortest rotation from 0)
10 degrees == clockwise rotation of 10 degrees
170 degrees == clockwise rotation of 170 degrees
You could also use the correct sign from atan2 if you truly know what you are doing, but I think you should brush up on your maths first.
FINALLY, note that glRotatef (assumes a right hand side rule and rotates the OPPOSITE DIRECTION to add even more confusion so invert the rotation to left hand side rule, or at least ensure a clockwise rotation and using - + rotations, - would be counterclock + would be clockwise)
Quote:
glRotatef(...)
NOTES
This rotation follows the right-hand rule, so if the vector
(x,y,z) points toward the user, the rotation will be
counterclockwise.
So in theory (provided you are using screen co-ordinates without transformations and left hand side rotation mode)
double spriteX = 0f; //spriteXdouble spriteY = 0f; //spriteYdouble mouseX = 100f; //mouseXdouble mouseY = 100f; //mouseYdouble rotate = (Math.Atan2(mouseY-spriteY,mouseX-spriteX) / Math.PI) * 180;rotate = Math.Abs(rotate);if (mouseY > spriteY) rotate = -rotate;
See image for final visual explanation-> http://www.ultanart.co.uk/uberimage.jpg
lol! :)
[Edited by - Pickl3d on March 5, 2008 6:05:40 AM]
I think i understand what you are saying. atan2() returns the shortest angle to rotate from 0degrees(?). I tried to apply what you described, but i got strange results. The rotation was correct when mouse.y < object.y(even though it was still pi/2 radians off), but as soon as the mouse was moved under the object, it would rotate the reverse direction. I messed a little around with the code, and got it to work, but its not very pretty, as its just me "adding" the remaining angle (pi/2) to the angle.
I would like to know why it always is 90 degrees/(pi/2) radians off.. Thanks for being really helpful anyway :) i have rated you up.
[source langg = "cpp"] double angle = (atan2( event.motion.y - Bluebox.body->GetOriginPosition().y ,event.motion.x - Bluebox.body->GetOriginPosition().x)) ; angle += (b2_pi/2); cout << angle<< endl; Bluebox.body->m_rotation = angle ;
I would like to know why it always is 90 degrees/(pi/2) radians off.. Thanks for being really helpful anyway :) i have rated you up.
Who the heck told you to pi_2/2 and all that nonsense?
Secondly, I showed you how to do it with the latest source in my last post, which is nothing like what you have there - it was changed following the fact you were using glrotatef - read the posts properly please so we don't have to respond 100 times.
Now to finalise this I have actually CODED an OpenGL example for you in C++, just to prove the fact you need to learn to listen :)
Here is the source code:
http://rafb.net/p/nrIDRI42.html
Note: that I just took one of the "NeHe" tutorials and added to the:
The result of which is a program with a triangle that follows the mouse like this:
http://www.ultanart.co.uk/Untitled-1.gif
Secondly, I showed you how to do it with the latest source in my last post, which is nothing like what you have there - it was changed following the fact you were using glrotatef - read the posts properly please so we don't have to respond 100 times.
Now to finalise this I have actually CODED an OpenGL example for you in C++, just to prove the fact you need to learn to listen :)
Here is the source code:
http://rafb.net/p/nrIDRI42.html
Note: that I just took one of the "NeHe" tutorials and added to the:
Quote:int DrawGLScene(GLvoid)
GLfloat rotate = abs((GLfloat)atan2((GLfloat)my-oy,(GLfloat)mx-ox))/PI*180.0f; if (my > oy) rotate = -rotate; glRotatef(rotate,0.0f,0.0f,1.0f);
The result of which is a program with a triangle that follows the mouse like this:
http://www.ultanart.co.uk/Untitled-1.gif
Copy and paste this into a non-unicode c++ project including the appropriate GL lib in the dependencies and run.
#include <windows.h> // Header File For Windows#include <gl\gl.h> // Header File For The OpenGL32 Library#include <gl\glu.h> // Header File For The GLu32 Library#include <gl\glaux.h> // Header File For The Glaux Library#include <math.h>#define PI 3.14159265358979323846HDC hDC=NULL; // Private GDI Device ContextHGLRC hRC=NULL; // Permanent Rendering ContextHWND hWnd=NULL; // Holds Our Window HandleHINSTANCE hInstance; // Holds The Instance Of The Applicationbool keys[256]; // Array Used For The Keyboard Routinebool active=TRUE; // Window Active Flag Set To TRUE By Defaultbool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Defaultint mx=0;int my=0;GLfloat rtri; // Angle For The Triangle ( NEW )GLfloat rquad; // Angle For The Quad ( NEW )LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProcGLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window{ if (height==0) // Prevent A Divide By Zero By { height=1; // Making Height Equal One } glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix}int InitGL(GLvoid) // All Setup For OpenGL Goes Here{ glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK}int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing{ int ox=640/2; //SPRITE POINT X (center of screen for this example) int oy=480/2; //SPRITE POINT Y (center of screen for this example) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(0.0f,0.0f,-10.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(-90.0f,0.0f,0.0f,1.0f); //Point the triangle to 0deg //BY_PICKLED///////////////////////////////////////////////////////////////// GLfloat rotate = abs((GLfloat)atan2((GLfloat)my-oy,(GLfloat)mx-ox))/PI*180.0f; //ROTATE TO MOUSE if (my > oy) rotate = -rotate; glRotatef(rotate,0.0f,0.0f,1.0f); //BY_PICKLED///////////////////////////////////////////////////////////////// glBegin(GL_TRIANGLES); // Start Drawing A Triangle glColor3f(1.0f,0.0f,0.0f); // Set Top Point Of Triangle To Red glVertex3f( 0.0f, 1.0f, 0.0f); // First Point Of The Triangle glColor3f(0.0f,1.0f,0.0f); // Set Left Point Of Triangle To Green glVertex3f(-1.0f,-1.0f, 0.0f); // Second Point Of The Triangle glColor3f(0.0f,1.0f,0.0f); // Set Right Point Of Triangle To Blue glVertex3f( 1.0f,-1.0f, 0.0f); // Third Point Of The Triangle glEnd(); // Done Drawing The Triangle rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW ) return TRUE; // Keep Going}GLvoid KillGLWindow(GLvoid) // Properly Kill The Window{ if (fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL }}/* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag){ GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE } } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style //ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success}LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information{ switch (uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_MOUSEMOVE: { mx = LOWORD(lParam); my = HIWORD(lParam); } case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam);}int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State{ MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer //if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) //{ fullscreen=FALSE; // Windowed Mode //} // Create Our OpenGL Window if (!CreateGLWindow("NeHe's Rotation Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received? { done=TRUE; // ESC or DrawGLScene Signalled A Quit } else // Not Time To Quit, Update Screen { SwapBuffers(hDC); // Swap Buffers (Double Buffering) } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("NeHe's Rotation Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program}
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