First of all, I know that many people have posted about this topic. I’ve already done a bunch of searching, and nothing really helped.
I need to know how to use the getOrientation command in the BGE.
Unfortunately, I am only a sophomore in high school (10th grade) and I have not learned trigonometry yet (although my dad gave me a quick overview).
I need to be able to know how to use getOrientation in a more practical sense… I just need to know how I can use it. (More specifically, I need to use it to find a camera’s orientation so that the movement of a ball is dependant on the camera’s view, not the global coordinates or the ball’s local coordinates.
All of the things I have found on Google were over my head (although I think I get the idea). :spin:
I would like someone (please!) to help me understand how I could use this. Just a few examples of scripts that use it, or something that can translate the 3x3 grid into rotation or something like that.
I’m using the game OzoneForce as a bit of an inspiration for what I’m doing. I’ve looked at all of its python files and I understand how it works, except the getOrientation command. I don’t want to copy it though, so if there’s a different way to find an object’s rotation, that’d be great.
I hope this doesn’t sound like too much to ask… but this could mean the difference between my first game and having to wait until college or whenever. This is essentially the only thing standing in my way. Please help!
Yeah, I read that earlier, and that did help me a little, but is there anybody who has a more “simplified” tutorial? (Or was that already simplified? haha) If not I suppose I could try to figure that one out with my dad…
Sad to say you gotta learn vector and matrix math (Grd 12 math at least) to use the orientation function, because it returns a matrix representing the orientation. Read a good book on graphics programming or just vector math. The orientation document previously posted doesn’t give a good explaination for someone who hasn’t a clue what a matrix is. Fortunately you dont actually need to know trig to work with orientation matrixes. Once you get your head around vector and matrix operations its pretty much as simple as algebra. Look up matrix multiplication, cross products,and vector operations on the net and you might not need a book on the subject.
should work almost like parenting right? if the y is a vector that points in the object’s y direction, why doesnt “anotherObject” rotate in the same direction as "object"s Y axis?