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    Re-orienting rotation 0 point?

    So, I'm working on a 3d side scroller, wherin the character shoots at things on screen. I'm using this tutorial for the base setup. However, I'm modifying it so that instead of aiming at mouse positions, it instead aims at the location of a raycast impact, instead of the mouse position. To do this i've made an invisible plane that only the raycasts can hit, with them originating from the camera position.

    I've got it figured out so far that it works perfectly to the right of the character, however, when the impacts are to the left of the character, they aim at the opposite direction, as though the impact were mirrored on the opposite side. Using printstrings I've figured out that the rotation of the sphere at 9:00 and 3:00 is 0 degrees, 45 degrees at 10:30 and 1:30, and 90 degrees at 12:00. Then at 4:30 and 7:30 its -45 degrees, and 6:00 its -90.

    How can I get it to work on both sides? Is there a way I can rotate that 0 point vertically?

    Here's the blueprintClick image for larger version

Name:	ImpactAim1.jpg
Views:	1
Size:	229.4 KB
ID:	1141385

    #2
    I solved similar problem, but it was for asteroids game, and it is a bit of hack.

    So, you have impact location. And instead look at rotation, you need to calculate vector from pawn to impact position. "impact Position" - "pawn location"

    When you have x and y of that vector. Normalize it (to make its length 1).
    Your rotation in degrees should be: sign(asin(y))*acos(x).
    However i am not quite sure about this, as my game uses z and X, i could mess orientation here. So you may need swap x and y, or add 90, 270 degrees to result. Just print those values in loop and you see what is needed.
    Last edited by Nawrot; 12-01-2014, 06:25 AM.

    Comment


      #3
      Thanks for the response!

      Hmm. I'm not quite very savvy with math so I'm not sure what's going on here, or how to add sign() to something. Attached is what I have so far.
      Click image for larger version

Name:	ImpactAim2.jpg
Views:	1
Size:	428.0 KB
ID:	1061617

      I multiplied the end value by 100 because all I was getting was numbers between 0 and 2.4 ... but its still not quite working. I am certain I'm not following your instructions somehow. Any help would be appreciated!

      Comment


        #4
        I try to make screen of my setup, when I am back home.

        Do not use that math expression, you have nodes asin and Acos for radians and degrees. Because you admited poor math skills i would recommend using degrees version, as it is used by rotators.


        Some vector math first. Get your coordinates from pawn location and touch location in same coordinate system. Ie. if you touch pawn, its touch location should be around pawn. And make it all in Cartesian_coordinate_system
        Touch events have flipped y axis, while actor location has not. So you need to multiply touch event Y value by -1. Also 0,0 of touch location is in upper right corner, while 0,0 for player is on top of pawn. That why you need to recalculate your touch location to same coordinates that player pawn is using:

        Flip y coordinate of touch location, then do touch_location minus pawn_location.

        At this point add print node to test if all numbers are right. Print out flipped touch location, pawn location, and resulting vector. See if all works correctly. This also gets more complicated because pawn locateion is in world coordinates, you need it in screen coordinates. There may be node that recalculates touch location to world coordinate. Yes it all gets messy.

        When you have vector math correctly done its time for trigonometry.

        Normalize resulting vector. add 2 nodes: asin(x) and acos(y), feed acos(y) to sign node, then multiply both results. It works so asin(x) indicates left or right side of screen, and acos(y) gives actual rotation, but its same for right and left side, thus need of sign from asin(x).
        Last edited by Nawrot; 12-02-2014, 12:09 PM.

        Comment


          #5
          Thank you! I look forward to seeing the blueprint, but I think I've gotten it down to what you've instructed:

          Here's where I am at:
          Click image for larger version

Name:	ImpactAim3.jpg
Views:	1
Size:	390.9 KB
ID:	1061638

          As both the Pawn location and the impact point of the raycast are both in world co-ordinates, Z is up/down, and Y is left/right in my particular setup.

          And this does indeed solve the problem of changing the 0 point to the Z axis (worldspace) -- i.e at 12:00. However, I'm running into a similar problem wherin if the impact point is past 9:00 or 3:00 respectively, the rotation inverts; 6:00 shoots straight upwards, 4:30 shoots at 45deg upward, etc. More specifically, this setup returns the following:

          12:00 - 0
          1:30 - 45
          3:00 - 90
          4:30 - 45
          6:00 - 0
          7:30 - -45
          9:00 - 90
          10:30 - -4

          I am now regretting not ever taking classes beyond Algebra 2... I'm an artist by trade. I'm still not entirely sure what sin/cos does. I'll be reading into it tonight though. I wonder though - could you do an additional sign() calculation to indicate wether something is above and below? I am certain there is a more elegant solution.

          Comment


            #6
            Sorry had no time yesterday to make this bp and test it myself.

            From angle values looks like right (ie positive Y) side of coordinates is right. So something fishy must be going with left side. You need to test your graph step by step (or part by part).

            To test what is going on: plug print node right after you do y*-1, print out Y and Z. Right from output pin of make vector.

            12 to 3: Y >0 and Z > 0
            3 to 6: Y > 0 and Z < 0
            6 to 9: Y < 0 and Z < 0
            9 to 12: Y < 0 and Z > 0

            You wrote that this all is correct and you are getting those values, so I assume this above is correct.

            Now you need to sort out rotation. One of those combinations must work. try swapping Y and Z there, and change which one you use for sign. Also do not add 90 degres for now until you have some kind of circle values for resulting degrees.

            What you should get:

            ASin Y Values:

            Right side:
            12 to 3: 0 to 90
            3 to 6: 90 to 0

            Left Side:
            12 to 9: 0 to 90
            9 to 6: 90 to 0

            Sign(Acos Z) Values:
            12 to 3 to 6: +1
            12 to 9 to 6: -1
            Last edited by Nawrot; 12-03-2014, 07:23 AM.

            Comment


              #7
              I got my stuff from home computer, this should help.

              Part you want to recreate is on bottom in comment container "salculates rotation in degrees"

              Click image for larger version

Name:	graph.png
Views:	1
Size:	383.4 KB
ID:	1061656

              And here is code of my graph, select this snippet, copy to clipboard and paste to empty blueprint in unreal editor. You will get some errors (missing variables etc.) but whole graph is there.

              Zone_Radius_Array, this is missing var, it keeps distances from center and blueprint calculates which "ring" you clicked, shoot.

              Then there is "quantization" it basically divides rotation into zones each has "size" of that quantization value.

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              Comment


                #8
                Thank you SO MUCH for the help Nawrot!

                I managed to figure it out with your first post - The problem what that I was sign-ing the wrong variable, and then not inverting the result of the two multiplied together before adding the 90. Works perfectly now!

                Click image for larger version

Name:	ImpactAimSuccess.jpg
Views:	1
Size:	403.1 KB
ID:	1061684

                Comment


                  #9
                  Guys, thank you for this post.

                  But I have a problem. I try solve same task - produce aimer by Touch input data.
                  Please could you explain for stupid me )) where find Input and OutPut elements and connect with Touch Interface
                  Click image for larger version

Name:	graph2.png
Views:	1
Size:	363.8 KB
ID:	1062056
                  Last edited by sugunwar; 12-13-2014, 09:25 AM.
                  Character artist\Team lead https://www.artstation.com/sugun

                  Comment


                    #10
                    this picture is a macro. Let me make new one for just touch angle.

                    btw. blue link (vector 2d) feeds touch location relative to player pawn.

                    zombat posted working graph, supply touch location and pawn location to the left side of his picture
                    Last edited by Nawrot; 12-14-2014, 03:51 PM.

                    Comment

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