Hi,

In my game the position data is in the range -2147483647 to 2147483647.

The X axis is left-right, increasing as I move right.

The Y axis is forward-back, inreasing as i move forward.

The Z axis is up-down, increasing as I move up.

I’m having difficulties translating this coordinate system to proper FMOD_VECTOR values for setting event 3D attributes.

As I have come to understand, FMOD has a left handed coordinate system, which leads me to conclude that I have to set my FMOD coordinates this way:

[code:15ecnpgx]

fmodVector.pos.x = (float)player.pos->x;

fmodVector.pos.y = (float)player.pos->z;

fmodVector.pos.z = (float)player.pos->y;

[/code:15ecnpgx]

Interchanging the Z and Y axis. Now the fmod coordinates should be:

x axis: +right

y axis: +up

z axis: +forward

Am I right so far?

Now, I want to convert these coordinates to a forward vector to use as forward argument when setting 3D attributes for listener.

How can i achieve this?

- gummipekk asked 9 years ago

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You can use FMOD_INIT_3D_RIGHTHANDED to make FMOD run as right handed.

Seperating the angle into a seperate variable will probably make it easier to debug (and offer a small performance gain).

[code:2xqo7by1]

float angleRadians = player.angle * (3.14159265f/4294967294.0f);

assert(0.f <= angleRadians && angleRadians <= 3.14159265f);

cos(angleRadians);

sin(angleRadians);

[/code:2xqo7by1]

-Pete

- Guest answered 9 years ago

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Oopps, forget that i have the rotation also in the same range as the translation axes, -2147483647 to 2147483647. I convert this to angle in degrees and is facing 90 degrees when making the obeservations regarding the coordinate system.

I convert this angle to a forward vector:

[code:z635ew7j]

fmodVector.forward.x = cos(((float)player.angle / 4294967294.0f) * 3.14159265f);

fmodVector.forward.z = sin(((float)player.angle / 4294967294.0f) * 3.14159265f);

fmodVector.forward.y = 0.0f;

[/code:z635ew7j]

But this doesn’t sound right.

What am I doing wrong here?

- gummipekk answered 9 years ago

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What is the range in degree of your angle? Is it -180 to 180 or -360 to -360 or…? I assume the former?

If you want to convert degrees to radians you need to divide by 180 and multiply by PI. If you are -180 to 180 then you are essentially dividing by 360.

Also, do you think of your angle as being degrees from Y (i.e. degrees from forward)? Like is something "facing forward" an angle of 0? If so then you’ll be fine. If it’s degrees from X then you’ll need to add or subtract 90 degrees before you do the sin/cos.

Couple more more small things. First, on consoles (not so much PC), integer to float conversions can be pretty expensive. If you see this sort of thing happening a lot, it’s something to keep in mind. Second, aside from fiddly precision issues, (X/Y)*Z == (X*Z)/Y. You can save a divide by rewriting that:

[code:rxbj2xhn]cos(((float)player.angle * (3.14159265f/4294967294.0f)); // Compiler will auto collapse the right term into a single costant. [/code:rxbj2xhn]

- audiodev answered 9 years ago

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