Horde3D

Next-Generation Graphics Engine
It is currently 27.04.2024, 17:44

All times are UTC + 1 hour




Post new topic Reply to topic  [ 10 posts ] 
Author Message
 Post subject: OpenAL orientation
PostPosted: 13.07.2008, 22:45 
Offline

Joined: 23.06.2008, 10:23
Posts: 21
Location: Sweden
I've been playing some with OpenAL and I'm now trying to get it inside my Horde3D application, but I've ran into a problem.
When setting the listeners orientation in OpenAL it expects 2 directional vectors, one 'forward' and one 'up'.

I'm not that good with math yet and maybe someone could help me by showing the fastest way to convert Horde3D's pitch, yaw and roll into these two directional vectors?


Top
 Profile  
Reply with quote  
 Post subject: Re: OpenAL orientation
PostPosted: 14.07.2008, 08:55 
Offline
Tool Developer

Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Just use the transformation matrix of the node without the translation, multiplicate the forward (0 0 1) and the up vector ( 0 1 0 ) with this transformation and normalize the result.


Top
 Profile  
Reply with quote  
 Post subject: Re: OpenAL orientation
PostPosted: 14.07.2008, 11:47 
Offline

Joined: 23.06.2008, 10:23
Posts: 21
Location: Sweden
Could you provide some code? :oops:

I should also mention that this is going to be an Horde3D extension, so it ok to use Horde3D's classes.
and forward should be (0 0 -1) right?


Top
 Profile  
Reply with quote  
 Post subject: Re: OpenAL orientation
PostPosted: 14.07.2008, 12:11 
Offline
Tool Developer

Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
The direction depends on the orientation of your model.
You should include the utMath.h file to be able to use the Matrix4f, Vec3/4f classes.

Code:
// Get absolute transformation of node, since OpenAL uses absolute transformations by default unless you specified
// that transformations are defined relative to the listener
const float* absMatPtr  = Horde3D::getNodeTransformMatrices(node, 0, &mat);
Matrix4f absMat(absMatPtr);
// Remove translation
absMat.x[12] = 0; absMat.x[13] = 0; absMat.x[14] = 0;
Vec3f forward = (absMat * Vec3f( 0 0 -1 ) ).normalize() ;
Vec3f up = (absMat * Vec3f( 0 1 0 ) ).normalize() ;
 


Another possibility if you have the rotation in radians from somewhere:
Code:
   
   // Precalculate cos and sin values for better performance
   const float cosx = cosf(x);
   const float sinx = sinf(x);
   const float cosy = cosf(y);
   const float siny = sinf(y);
   const float cosz = cosf(z);
   const float sinz = sinf(z);

   // Transform 0 0 -1 (At-Vector) with current rotation
   m_listenerOri[0] = - siny*cosx;
   m_listenerOri[1] = (sinx);
   m_listenerOri[2] = - (cosx * cosy);
   // Transform 0 1 0 (Up-Vector) with current rotation
   m_listenerOri[3] = - (cosy*sinz+siny*sinx*cosz);
   m_listenerOri[4] = (cosx*cosz);
   m_listenerOri[5] = (siny*sinz+cosy*sinx*cosz);

This is untested but should show you how you can realize it. Would be nice if you create a Wiki page for that when you got it working.


Top
 Profile  
Reply with quote  
 Post subject: Re: OpenAL orientation
PostPosted: 09.01.2012, 06:10 
Offline

Joined: 09.02.2011, 17:02
Posts: 83
Volker wrote:
The direction depends on the orientation of your model.
You should include the utMath.h file to be able to use the Matrix4f, Vec3/4f classes.

Code:
// Get absolute transformation of node, since OpenAL uses absolute transformations by default unless you specified
// that transformations are defined relative to the listener
const float* absMatPtr  = Horde3D::getNodeTransformMatrices(node, 0, &mat);
Matrix4f absMat(absMatPtr);
// Remove translation
absMat.x[12] = 0; absMat.x[13] = 0; absMat.x[14] = 0;
Vec3f forward = (absMat * Vec3f( 0 0 -1 ) ).normalize() ;
Vec3f up = (absMat * Vec3f( 0 1 0 ) ).normalize() ;
 


Another possibility if you have the rotation in radians from somewhere:

Code:
   
   // Precalculate cos and sin values for better performance
   const float cosx = cosf(x);
   const float sinx = sinf(x);
   const float cosy = cosf(y);
   const float siny = sinf(y);
   const float cosz = cosf(z);
   const float sinz = sinf(z);

   // Transform 0 0 -1 (At-Vector) with current rotation
   m_listenerOri[0] = - siny*cosx;
   m_listenerOri[1] = (sinx);
   m_listenerOri[2] = - (cosx * cosy);
   // Transform 0 1 0 (Up-Vector) with current rotation
   m_listenerOri[3] = - (cosy*sinz+siny*sinx*cosz);
   m_listenerOri[4] = (cosx*cosz);
   m_listenerOri[5] = (siny*sinz+cosy*sinx*cosz);

This is untested but should show you how you can realize it. Would be nice if you create a Wiki page for that when you got it working.



Hi Volker
Is there any way or function that tells us how to know orientation of the model (character) ?
I want to know what is the direction towards which my character is facing
Will appreciate your response..
Thank you
thanks in advance


Top
 Profile  
Reply with quote  
 Post subject: Re: OpenAL orientation
PostPosted: 10.01.2012, 00:17 
Offline

Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
imranhabib wrote:
Is there any way or function that tells us how to know orientation of the model (character) ?
getNodeTransformMatrices gives you the transform, which contains orientation and position.
Quote:
I want to know what is the direction towards which my character is facing
The forward vector in Volker's example contains this direction.


Top
 Profile  
Reply with quote  
 Post subject: Re: OpenAL orientation
PostPosted: 11.01.2012, 05:18 
Offline

Joined: 09.02.2011, 17:02
Posts: 83
DarkAngel wrote:
imranhabib wrote:
Is there any way or function that tells us how to know orientation of the model (character) ?
getNodeTransformMatrices gives you the transform, which contains orientation and position.
Quote:
I want to know what is the direction towards which my character is facing
The forward vector in Volker's example contains this direction.


helloo Darkangel
well I tried the example given by Volker and i got some success in it
I got some values in Vec3f forward

forward.x = -0.880587
forward.y = 0.352235
forward.z = -0.317011

Firstly Now i don't understand from these numbers that where my agent is facing
Secondly these values do not change even if my entity (a keyboard controlled agent)
is walking and changing his direction.
i did it in the following way .

Code:

const float* absMatPtr  = Horde3D::getNodeTransformMatrices(node, 0, &mat); this was not working
 h3dGetNodeTransMats(p->m_characterID,0,&relMat);   I used this because i think its almost the same function
      Matrix4f absMat(relMat);
     absMat.x[12] = 0; absMat.x[13] = 0; absMat.x[14] = 0;
      //Vec3f forward = (absMat * Vec3f(0,0,-1 ) ).normalize(); This was not working
     Vec3f forward = absMat * Vec3f(0,0,-1 );
     forward.normalize();


when i know the direction of its face i can take some decision based on its face direction with respect to another entity,
that's why i want to find direction. How do i know this direction now from Vec3F forward

Thanks in advance


Top
 Profile  
Reply with quote  
 Post subject: Re: OpenAL orientation
PostPosted: 11.01.2012, 06:10 
Offline

Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
Quote:
Firstly Now i don't understand from these numbers that where my agent is facing
Those numbers are a vector that represents the direction the agent is facing --- I assumed these were the numbers you were trying to find, so now I'm confused...

Can you explain what you mean by "direction"? Do you want a number that represents an angle?


Top
 Profile  
Reply with quote  
 Post subject: Re: OpenAL orientation
PostPosted: 11.01.2012, 19:35 
Offline

Joined: 09.02.2011, 17:02
Posts: 83
DarkAngel wrote:
Quote:
Firstly Now i don't understand from these numbers that where my agent is facing
Those numbers are a vector that represents the direction the agent is facing --- I assumed these were the numbers you were trying to find, so now I'm confused...

Can you explain what you mean by "direction"? Do you want a number that represents an angle?


I want to know the direction towards which my agent is facing or looking at . Facing towards.
You are right may i need an angle to another entity .

Infact I want to calculate the angle to an entity(wall or an obstacle) and then decide to allow its translation if it changes its angle from 90' to 180'
then i willl allow its translation or if an entity(wall or an obstacle) is right infront of it i wana stop its translation and if an entity is at an angle to it then i wana
allow it to keep moving

I hope i have made my question clear


Top
 Profile  
Reply with quote  
 Post subject: Re: OpenAL orientation
PostPosted: 11.01.2012, 23:03 
Offline

Joined: 15.09.2010, 18:31
Posts: 53
Quote:
forward.x = -0.880587
forward.y = 0.352235
forward.z = -0.317011

Excuse me if i'll make some kind of mistake in following post because i'm quite terrible in maths, but these are basics (like highschool i guess) so i'll try to answer.

Anyways, as DarkAngel already said, these numbers are vector where your entity is facing (v2 in my example).

As you can read on http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/index.htm, angle between vectors is
Quote:
angle = acos(v1•v2)
.
acos is reverse of cosinus function
v1 is vector between your character and obstacle center
v2 might be your vector which you already got
• is dot product which you can call as dot(v1, v2) in your GLSL shader, v1.dot(v2) in Horde3D
so code will look like:
Code:
   float getAngle(H3DNode from, H3DNode to)
   {
       Matrix4f relMat = Matrix4f();
       h3dGetNodeTransMats(from,0,&relMat);
       Matrix4f fromAbsMat(relMat);
       h3dGetNodeTransMats(to,0,&relMat);
       Matrix4f toAbsMat(relMat);
      
       // [x1, y1, z1, w1]    0, 1, 2, 3
       // [x2, y2, z2, w2]    4, 5, 6, 7
       // [x3, y3, z3, w3]    8, 9, 10, 11
       // [x4, y4, z4, w4]    12, 13, 14, 15
      
       // x4 aka. 12, y4 aka. 13, z4 aka. 14 are translation values
       // v1 is your vector between 'from' and 'to'
       Vec3f v1 = Vec3f(toAbsMat.x[12] - fromAbsMat.x[12], toAbsMat.x[13] - fromAbsMat.x[13], toAbsMat.x[14] - fromAbsMat.x[14]);
       v1.normalize(); // you need to normalize it so length will be == 1
       absMat.x[12] = 0; absMat.x[13] = 0; absMat.x[14] = 0;   // i don't really know why .x is there, but i'm usually not programming in C++
       Vec3f v2 = from * Vec3f(0,0,-1); // flip Z axis ??
       v2.normalize(); // it needs to be normalized as well
       return acos(v2.dot(v1));
   }


It will be useful for you to read something about linear algebra, and/or books like http://www.amazon.com/Game-Engine-Archi ... 1568814135 . Depending on your use, you can avoid computing acos by comparing resulting dot product to particular [-1, 1] value (more about that in literature). You can compute angle for your end-users like artists, but i see no point in doing that inside code. There are a lot free resources on the net about maths, 3d graphics, and game engines, so you don't have to buy any books too.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 18 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group