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DLL Talk / EZrotate doesnt like sin/cos math or my program

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Maxmax123
11
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Joined: 11th Feb 2008
Location:
Posted: 8th Feb 2009 04:50
im trying to use ezrotate for rotations for my player objects but Im getting inconsistant results as using ezrotate with sin/cos does not seem to work right.

I can't[u] just use move object as im dealing with moving a dark physics rigid body that has force being applied to it while being regulated by a cos/sin algorithm.

Also the rotateto commands result my object pitching to the target then disappearing and if i try to move the program crashes

My goal:

1: get an improvised dark physics character controller working

2: have its movement to be flexible enough for move in the intended direction no matter its orientation.

3: Create several algorithms that allow my character to "walk around on" planets and other level objects


Could someone help
Ron Erickson
Moderator
16
Years of Service
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Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 9th Feb 2009 00:37
Can you post an example of this happening?


a.k.a WOLF!
Maxmax123
11
Years of Service
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Joined: 11th Feb 2008
Location:
Posted: 9th Feb 2009 23:21
I figured out that since ezrotate returns angle values no larger than 180 for x and z and 90 for y, sin/cos wont work right as far as I know.

an example is this:



Play around with this code and you will see what I mean.

I hope you can help me with this as I really like your plugin
and you seen very devoted to helping people with it.

Thank you
Ron Erickson
Moderator
16
Years of Service
User Offline
Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 10th Feb 2009 01:13
Here, try this:



Sorry, I don't have time to explain how it works right now. Basicly, it uses the object's rotation matrix to tell the object how to move.
I hope this helps!

Ron


a.k.a WOLF!

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