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xchimera

my model points upwars when i adjust yaw

11 posts in this topic

Hi i am making a space game and i am trying to make my model move. i want my model to tilt a bit and then turn. However when i do that my model begins to point upwards when i press the button and i am thinking that it is because my model is rolled a bit. i have tried subtracting the amount of yaw from pitch, but that did nothing. here is my code:

 

            if (keyboardState.IsKeyDown(Keys.A))
            {
                
                if ( tempRoll  > -MathHelper.ToRadians(45 /2))
                {
                    rollAngle -= MathHelper.ToRadians(turningSpeed);

                }
                   yawAngle -= tempRoll / 10;
                    //direction.X -= rollAngle;
            }

            if (keyboardState.IsKeyDown(Keys.D))
            {
                if (tempRoll < MathHelper.ToRadians(45 / 2))
                {
                    rollAngle += MathHelper.ToRadians(turningSpeed);

                }                    
                yawAngle += -tempRoll / 10;
                pitchAngle += pitchAngle - yawAngle;


                //direction.X += -rollAngle;
            }
            tempRoll += rollAngle;
            tempYaw += yawAngle;
            tempYaw = MathHelper.Clamp(tempYaw, 0, 0.01f);

 

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this is my complete update method

 

            ProcessKeyboard(gametime);
            world *= Matrix.CreateTranslation(direction);
            rotation *= Matrix.CreateFromYawPitchRoll(yawAngle, pitchAngle, rollAngle);
            rollAngle = 0;
            yawAngle = 0;
            pitchAngle = 0;
            base.Update(gametime);

i set them back to 0 as i don't want them to keep multiplying.

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i create my world matrix in my constructor.

 

  public Player(Model model, Vector3 position, float yawAngle, float pitchAngle, float rollAngle, Vector3 direction)
            : base(model)
        {
            Quaternion rot = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 0f);
            world = Matrix.CreateScale(1f) * Matrix.CreateFromQuaternion(rot) * Matrix.CreateTranslation(position);
            this.yawAngle = yawAngle;
            this.pitchAngle = pitchAngle;
            this.rollAngle =  rollAngle;
            this.direction = direction;
        }

and i then have a property who multiplies them

 

       public override Matrix GetWorld()
        {
            return rotation * world;
        }

which my draw method then uses as my class is derived from that.

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Hm... I'm not entirely sure of how you're doing it, but it seems like you're missing a rotation matrix somewhere. If you want to tilt, then turn, you need two quaternions/matrices to model that transform, and I'm only seeing one. It looks like you're only getting the yaw rotation, but not the pitch and roll rotations. Just guessing though.

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i have a rotation matrix in my update method, which i then add to the world matrix in my property, but it might be that i am missing something.

rotation *= Matrix.CreateFromYawPitchRoll(yawAngle, pitchAngle, rollAngle);
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try

 

rotation = Matrix.CreateFromYawPitchRoll(yawAngle, pitchAngle, rollAngle); 
 

Also is your post above in constructor - 

 

world = scale * rotation * translate

and later

GetWorld = rotation * world    i.e;    GetWorld = rotation * scale * rotation * translate ????

 

Also try calling Normalize on quaternion before converting into matrix.

 

These are just couple of things i noticed form limited code you provided hope that helps. :)

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thank you for your post, however unfortunately it didn't work. if i use

rotation = Matrix.CreateFromYawPitchRoll(yawAngle, pitchAngle, rollAngle);

then it simply doesn't turn, same as if i change my GetWorld() to just return the world matrix. And if i try to Normalize the quarternion it makes no difference.

it just seems as it is rotating around its own axis. have i multiplied it wrong?

 

this is the complete class:

 

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace SpaceFight
{
    class Player : BasicModel
    {
        Matrix rotation = Matrix.Identity;
        float yawAngle = 0;
        float pitchAngle = 0;
        float rollAngle = 0;
        Vector3 direction;
        float movementSpeed = 2000.0f;
        float turningSpeed = 1000.0f;

        float tempRoll = 0;
        float tempYaw = 0;
        float tempPitch = 0;

        public Player(Model model, Vector3 position, float yawAngle, float pitchAngle, float rollAngle, Vector3 direction)
            : base(model)
        {
            Quaternion rot = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 0f);
            rot.Normalize();
            world = Matrix.CreateScale(1f) * Matrix.CreateFromQuaternion(rot) * Matrix.CreateTranslation(position);
            this.yawAngle = yawAngle;
            this.pitchAngle = pitchAngle;
            this.rollAngle =  rollAngle;
            this.direction = direction;
        }


        public override void Update(GameTime gametime)
        {
            
            ProcessKeyboard(gametime);
            world *= Matrix.CreateTranslation(direction);
            rotation *= Matrix.CreateFromYawPitchRoll(yawAngle, pitchAngle, rollAngle);
            rollAngle = 0;
            yawAngle = 0;
            pitchAngle = 0;
            base.Update(gametime);
        }

        private void ProcessKeyboard(GameTime gametime)
        {
            KeyboardState keyboardState = Keyboard.GetState();
            
            if (keyboardState.IsKeyDown(Keys.W))
            {
                if (direction.Z < 1.5f)
                    direction.Z += (float)gametime.ElapsedGameTime.TotalMilliseconds / movementSpeed;
                    // direction.Z += 0.1f;
            }
            if (keyboardState.IsKeyDown(Keys.S))
            {
                if(direction.Z > -1.5f)
                    direction.Z -= (float)gametime.ElapsedGameTime.TotalMilliseconds / movementSpeed;
            }

            if (keyboardState.IsKeyDown(Keys.Space))
            {
                if (direction.Z > -1.5f && direction.Z < 0f)    //check bevægelse tilbage
                    direction.Z += (float)gametime.ElapsedGameTime.TotalMilliseconds / movementSpeed*2;

                else if (direction.Z < 1.5f && direction.Z > 0) //check bevægelse fremad
                    direction.Z -= (float)gametime.ElapsedGameTime.TotalMilliseconds / movementSpeed*2;
                
                
                if (direction.Z < 0.1f && direction.Z > 0  || direction.Z > -0.1f && direction.Z < 0)
                    direction = Vector3.Zero;
            }


            float turningSpeed = (float)gametime.ElapsedGameTime.TotalMilliseconds / 80.0f;
            turningSpeed *= 1.6f * 1;

            if (keyboardState.IsKeyDown(Keys.A))
            {

                if (tempRoll > -MathHelper.ToRadians(45 / 2))
                {
                    rollAngle -= MathHelper.ToRadians(turningSpeed);

                }
                yawAngle -= tempRoll / 10;
                //direction.X -= rollAngle;
            }

            if (keyboardState.IsKeyDown(Keys.D))
            {
                if (tempRoll < MathHelper.ToRadians(45 / 2))
                {
                    rollAngle += MathHelper.ToRadians(turningSpeed);

                }
                yawAngle += -tempRoll / 10;
                pitchAngle += pitchAngle - yawAngle;


                //direction.X += -rollAngle;
            }
            tempRoll += rollAngle;
            tempYaw += yawAngle;
            tempYaw = MathHelper.Clamp(tempYaw, 0, 0.01f);

        }

        public override Matrix GetWorld()
        {
            return  world;
        }
    }
}
Edited by xchimera
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I have posted my complete code. Isnt there anyone who can see any mistakes i`ve made?
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