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Unable to properly calculate a normal/direction vector from pitch and yaw


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Posted

6IhpfLP.png

 

My pitches and yaws are messed up.

I have the pitch and yaw of the pad but the beam's pitch and yaw are messed up.

How do i calculate the normal vector for the pad's pitch and yaw? I tried a crap load of math off of stackoverflow but they all failed so far.

 

What I first tried was adding 90 to the pitch of the pad but the yaw stayed messed up:

6s7zabM.png

 

And this is what happens when I used to the pad's pitch and yaw as is to calculate the direction vector:

s1GGhxQ.png

 

What I tried doing next was split the beam's pitch and yaw from the pad's pitch and yaw and have them both separately calculated. That mostly worked but the yaw was still completely messed up.

 

What I used to calculate the direction vector from yaw and pitch of the beams was a util minecraft uses to do so for mobs:

 

[embed=425,349]    public static Vec3d getVectorForRotation3d(float pitch, float yaw) {

        float f = MathHelper.cos(-yaw * 0.017453292F - (float) Math.PI);

        float f1 = MathHelper.sin(-yaw * 0.017453292F - (float) Math.PI);

        float f2 = -MathHelper.cos(-pitch * 0.017453292F);

        float f3 = MathHelper.sin(-pitch * 0.017453292F);

        return new Vec3d((double) (f1 * f2), (double) f3, (double) (f * f2));

    }[/embed]

 

the pitch and yaw are both calculated in the way the player head rotates.

The pad's pitch and yaw are 100% correct when I use them on the pad itself but mess up when I use them on the beam.

 

How do i calculate the normal vector or a vector that's perpendicular to the pad properly from the pitch and yaw of the pad?

 

 

Posted

6IhpfLP.png

 

My pitches and yaws are messed up.

I have the pitch and yaw of the pad but the beam's pitch and yaw are messed up.

How do i calculate the normal vector for the pad's pitch and yaw? I tried a crap load of math off of stackoverflow but they all failed so far.

 

What I first tried was adding 90 to the pitch of the pad but the yaw stayed messed up:

6s7zabM.png

 

And this is what happens when I used to the pad's pitch and yaw as is to calculate the direction vector:

s1GGhxQ.png

 

What I tried doing next was split the beam's pitch and yaw from the pad's pitch and yaw and have them both separately calculated. That mostly worked but the yaw was still completely messed up.

 

What I used to calculate the direction vector from yaw and pitch of the beams was a util minecraft uses to do so for mobs:

 

[embed=425,349]    public static Vec3d getVectorForRotation3d(float pitch, float yaw) {

        float f = MathHelper.cos(-yaw * 0.017453292F - (float) Math.PI);

        float f1 = MathHelper.sin(-yaw * 0.017453292F - (float) Math.PI);

        float f2 = -MathHelper.cos(-pitch * 0.017453292F);

        float f3 = MathHelper.sin(-pitch * 0.017453292F);

        return new Vec3d((double) (f1 * f2), (double) f3, (double) (f * f2));

    }[/embed]

 

the pitch and yaw are both calculated in the way the player head rotates.

The pad's pitch and yaw are 100% correct when I use them on the pad itself but mess up when I use them on the beam.

 

How do i calculate the normal vector or a vector that's perpendicular to the pad properly from the pitch and yaw of the pad?

 

 

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