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Ignore:
Timestamp:
Nov 11, 2013, 4:13:02 PM (11 years ago)
Author:
wroennin
Message:

Math.cc: updated (new comments, transformmatrix changed to adapt to the right axis directions

File:
1 edited

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  • code/branches/radarDreiD/src/libraries/util/Math.cc

    r9770 r9779  
    207207    orxonox::Vector2 get3DProjection(const orxonox::Vector3& myposition, const orxonox::Vector3& mydirection, const orxonox::Vector3& myorthonormal, const orxonox::Vector3& otherposition, const float mapangle, const float detectionlimit)
    208208    {
    209         //
     209        // Orxonox Vectors: x_direction you are looking, y_direction points up, z_direction points to the right
    210210        orxonox::Vector3 distance = otherposition - myposition;
    211211
    212         // new coordinate system base y_coordinate
    213         orxonox::Vector3 myside = -(mydirection.crossProduct(myorthonormal));
     212        // new coordinate system:       x_axsis:        mydirection             (points front)
     213        //                                                      y_axsis:        myorthonormal   (points up)
     214        //                                                      z_axsis:        myside                  (points right)
     215        orxonox::Vector3 myside = mydirection.crossProduct(myorthonormal);
     216        orxout() << "mydirection " << mydirection << endl;
     217        orxout() << "mydirection.lenght " << mydirection.length() << endl;
     218        orxout() << "myorthonormal " << myorthonormal << endl;
     219        orxout() << "myorthonormal.lenght " << myorthonormal.length() << endl;
     220        orxout() << "myside " << myside << endl;
     221        orxout() << "myside.lenght " << myside.length() << endl;
     222
     223        distance = 5 * distance / detectionlimit; // shrink vector on map
    214224
    215225        // inverse of the transform matrix
    216         float determinant = +mydirection.x * (myside.y*myorthonormal.z - myorthonormal.y*myside.z)
    217                                                 -mydirection.y * (myside.x*myorthonormal.z - myside.z*myorthonormal.x)
    218                                                 +mydirection.z * (myside.x*myorthonormal.y - myside.y*myorthonormal.x);
     226        float determinant = +mydirection.x * (myorthonormal.y*myside.z - myside.y*myorthonormal.z)
     227                                                -mydirection.y * (myorthonormal.x*myside.z - myorthonormal.z*myside.x)
     228                                                +mydirection.z * (myorthonormal.x*myside.y - myorthonormal.y*myside.x);
    219229        float invdet = 1/determinant;
    220230
     
    224234        orxonox::Vector3 zinvtransform;
    225235
    226         xinvtransform.x = (myside.y        * myorthonormal.z - myorthonormal.y * myside.z       )*invdet;
    227         xinvtransform.y = (mydirection.z   * myorthonormal.y - mydirection.y   * myorthonormal.z)*invdet;
    228         xinvtransform.z = (mydirection.y   * myside.z        - mydirection.z   * myside.y       )*invdet;
    229         yinvtransform.x = (myside.z        * myorthonormal.x - myside.x        * myorthonormal.z)*invdet;
    230         yinvtransform.y = (mydirection.x   * myorthonormal.z - mydirection.z   * myorthonormal.x)*invdet;
    231         yinvtransform.z = (myside.x        * mydirection.z   - mydirection.x   * myside.z       )*invdet;
    232         zinvtransform.x = (myside.x        * myorthonormal.y - myorthonormal.x * myside.y       )*invdet;
    233         zinvtransform.y = (myorthonormal.x * mydirection.y   - mydirection.x   * myorthonormal.y)*invdet;
    234         zinvtransform.z = (mydirection.x   * myside.y        - myside.x        * mydirection.y  )*invdet;
     236        xinvtransform.x = (myorthonormal.y * myside.z        - myside.y        * myorthonormal.z)*invdet;
     237        xinvtransform.y = (mydirection.z   * myside.y        - mydirection.y   * myside.z       )*invdet;
     238        xinvtransform.z = (mydirection.y   * myorthonormal.z - mydirection.z   * myorthonormal.y)*invdet;
     239        yinvtransform.x = (myorthonormal.z * myside.x        - myorthonormal.x * myside.z       )*invdet;
     240        yinvtransform.y = (mydirection.x   * myside.z        - mydirection.z   * myside.x       )*invdet;
     241        yinvtransform.z = (myorthonormal.x * mydirection.z   - mydirection.x   * myorthonormal.z)*invdet;
     242        zinvtransform.x = (myorthonormal.x * myside.y        - myside.x        * myorthonormal.y)*invdet;
     243        zinvtransform.y = (myside.x        * mydirection.y   - mydirection.x   * myside.y       )*invdet;
     244        zinvtransform.z = (mydirection.x   * myorthonormal.y - myorthonormal.x * mydirection.y  )*invdet;
    235245
    236246        // coordinate transformation
    237         distance.x = (xinvtransform.x + yinvtransform.x + zinvtransform.x) * distance.x;
    238         distance.y = (xinvtransform.y + yinvtransform.y + zinvtransform.y) * distance.y;
    239         distance.z = (xinvtransform.z + yinvtransform.z + zinvtransform.z) * distance.z;
     247        distance.x = xinvtransform.x * distance.x + yinvtransform.x * distance.y + zinvtransform.x * distance.z;
     248        distance.y = xinvtransform.y * distance.x + yinvtransform.y * distance.y + zinvtransform.y * distance.z;
     249        distance.z = xinvtransform.z * distance.x + yinvtransform.z * distance.y + zinvtransform.z * distance.z;
    240250
    241251        // cap vector for map
     
    244254        //distance.z = clamp<float>(distance.z, -detectionlimit/5, detectionlimit/5);
    245255        //float distancelength = distance.length();
    246         distance = 5 * distance / detectionlimit;
     256
    247257
    248258        // project vector for the rotated 3DMap on screen
    249         float xcoordinate = distance.z; // z; cause z direction is to the side
    250         float ycoordinate = (distance.x*sin(mapangle)+distance.y*cos(mapangle));
     259        float xcoordinate = distance.z;
     260        float ycoordinate = distance.y;
     261
     262        //float xcoordinate = distance.z; // z; cause z direction is to the side
     263        //float ycoordinate = distance.x*sin(mapangle)+distance.y*cos(mapangle);// -; cause on screen y coordinate points down
    251264        return orxonox::Vector2(xcoordinate , ycoordinate);
    252265    }
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