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Keyboard and mouse uses inconsistent coordinate systems, resulting in incorrect movement #447
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Standard modern math notation uses row-major matrices, column vectors, post-multiplication, and right-handed coordinates. OpenGL uses column-major matrices, column vectors, post-multiplication, and right-handed viewing coordinates, where -Z is 'forward'. DirectXMath (the underlying library used by SimpleMath) uses row-major matrices, row vectors, pre-multiplication, and left-handed viewing coordinates consistent with classic "DirectX" math setup. In this case +Z is 'forward' into the screen.
SimpleMath uses row-major matrices, row vectors, pre-multiplication, and right-handed viewing coordinates consistent with XNA Game Studio. And just to be fun, the HLSL compiler default is to use column-major layout, but you can opt into row-major. You may find this blog post helpful to read. With that out of the way, the keyboard & mouse tutorial lesson uses a "WASD" style control scheme for the XY plane, and Spacebar/X for the Z movement. Traditionally "E" and "Q" in the WASD scheme are used for rotation or look left/right, so don't really follow how you implemented your controls. |
I understand the difference between row major and column major (although pre and post multiplication was a new one). |
Are you using the 'orbit style' or the 'free camera' style? |
I'm using the free camera. |
From your description, it sounds like you have different keyboard controls than the tutorial which is:
What code are you actually using? |
Yeah so I had remapped the controls to be WASD but the issue still applies with the original code. Here's a gif with the exact same controls as the tutorial (and your reply by extension). I mov |
SimpleMath uses "right-handed" coordinate systems which is why +Z is 'into' the scene. That is also why in the tutorial I was using When I'm using the "not orbit" style camera, Page Up pulls you in 'closer' and Page Down makes you 'further' as I would expect. Of course, that is 'relative' to the view location because it's intended to be an "FPS" style camera. I did notice in the Orbit style, it would make sense to use |
Apologies but I think you misremembered it. Left-handed coordinate systems have +Z going forward (into the scene) and Right-handed means -Z is forward (into the scene). SimpleMath defines a Forward constant as Regardless, the main issue is that in the non orbit style of movement in the tutorial, if you look down, pressing forward (either |
I just tried out the test apps I used for the tutorial which are on GitHub and the behavior is as I described it. I wonder if there is some difference in the code in the markdown and the code in the test app? Right on the +Z/-Z. Dealing with both handedness can be confusing for sure. |
So you’re saying that in your test app, you look down, then press Page Up,
and you don’t move backwards?
Next time I’m on my computer I can check it out too. Bizarre
…On Fri, Aug 16, 2024 at 3:27 PM Chuck Walbourn ***@***.***> wrote:
I just tried out the test apps I used for the tutorial which are on GitHub
<https://github.com/walbourn/directxtk-tutorials> and the behavior is as
I described it. I wonder if there is some difference in the code in the
markdown and the code in the test app?
Right on the +Z/-Z. Dealing with both handedness can be confusing for sure.
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Ah, I see now. Let me do some digging. |
If you follow the keyboard and mouse tutorial and implement a basic first person camera, the movement is incorrect.
In this provided GIF, you can see that as i'm looking down while pressing E to move up (locally), it begins to move be down (locally). And when I press W to move forward (locally) it moves me backwards (locally).
I narrowed it down to the trigonometry calculations used to create the lookAt vector. It appears to assume that forward is +Z. This is inconsistent with the quaternion transform function used to rotate the input vector, which follows SimpleMaths convention of forward being -Z.
Looks like that tutorial needs the trig calculations rewritten and unfortunately i'm not mathy enough to know what needs to be changed and submit a pull request for it.
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