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How can I fix this problem?


Yue
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Script.rueda1 = nil --entity "Rueda 1"
Script.rueda2 = nil --entity "Rueda 2"
Script.rueda3 = nil --entity "Rueda 3"
Script.rueda4 = nil --entity "Rueda 4"
Script.camara = nil --entity "Camara"


Script.pivoteCamara = nil --entity "Pivote Camara"


Script.context = Context:GetCurrent()
function Script:Start()
	

	self.motor1 = self:InitRueda ( self, self.rueda1 ) 
	self.motor2 = self:InitRueda ( self, self.rueda2 )
	self.motor3 = self:InitRueda ( self, self.rueda3 )
	self.motor4 = self:InitRueda ( self, self.rueda4 )
	
	self.camara:SetParent( self.pivoteCamara ) 



end


function Script:InitRueda( self, rueda ) 

	self.posRueda = rueda:GetPosition()
	self.motorRueda = Joint:Hinge( self.posRueda.x, self.posRueda.y, self.posRueda.z, 0, 0, 1, rueda, self.entity )
	self.motorRueda:DisableLimits()


	return self.motorRueda


end 


local pivote    = Vec3()

function Script:GiroCamara(self)
				
				--Get the mouse movement
                local sx = Math:Round(self.context:GetWidth()/2)
                local sy = Math:Round(self.context:GetHeight()/2) 
                local mouseposition = ventana:GetMousePosition() 
                local dx = mouseposition.x - sx 
                local dy = mouseposition.y - sy 

                --Adjust and set the camera rotation
                pivote.x = pivote.x + dy / 10.0 
                pivote.y = pivote.y + dx / 10.0 
                self.pivoteCamara:SetRotation(pivote) 

                --Move the mouse to the center of the screen
                ventana:SetMousePosition(sx,sy) 
				
			
				

end



function Script:UpdateWorld()
		self.posChassis = self.entity:GetPosition(false)
	self.pivoteCamara:SetPosition( self.posChassis ) 
	if ventana:KeyHit(Key.S) then 

		self.entity:AddForce(0, 1500*10, 0 )

	end

	self:GiroCamara ( self ) 

end



function Script:UpdatePhysics()
	

	
		
		self:SetMotor( self.motor1 )
		self:SetMotor( self.motor2 )
		self:SetMotor( self.motor3 )
		self:SetMotor( self.motor4 )
end

Script.velocidad = 0
function Script:SetMotor( motor ) 
	
	motor:DisableMotor()
	if ventana:KeyDown(Key.W) then 
		motor:EnableMotor()
		motor:SetTargetAngle( self.motorRueda:GetAngle() -100 )
		
		if self.velocidad < 2000 then 

			self.velocidad = self.velocidad + 1

		end 

	else 

	self.velocidad = 0

	end
motor:SetMotorSpeed( self.velocidad)
end 

 

 

Mars.jpg.89ab63a64eebc1f5ada0ab82b66a1f8c.jpg

 

 

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You need to interpolate the camera's position to the next position over time or you will get quick jumps like that in movement. Use the Math:Curve() to smoothly transition between positions.

Now if some of the jerkiness is due to the pivot bouncing with the stuttering vehicle joints, that might be another problem.

 

EDIT--Also - it appears you have implemented some sort of camera collision/pick which is not a part of the code you posted above that is moving the camera as well. If this is the case, then you need to show that code as well or even better post an example that shows the problem. If you have the code above and some sort of camera collision code setting the position of the camera as well, I can see the two causing a jittery effect as they work against each other. 

  • Upvote 1

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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Here's spectator.lua if you need it:

Script.movespeed=5.0--float "Move speed"
Script.movementsmoothing = 0.3--float "Move smoothness"
Script.radius = 0.5--float "Radius"
Script.lookspeed = 0.1--float "Look speed"
Script.looksmoothing = 0.5--float "Look smoothness"

function Script:Start()
    local window = Window:GetCurrent()
    self.mousepos = window:GetMousePosition()
    self.camerarotation = self.entity:GetRotation()
    if (self.entity:GetMass()==0) then
        self.entity:SetMass(10)
    end
    self.entity:SetGravityMode(false)
    self.entity:SetBuoyancyMode(false)
    self.entity:SetCollisionType(Collision.Projectile)
    if self.entity:GetShape()==nil then
        local shape = Shape:Sphere(0,0,0, 0,0,0, self.radius*2,self.radius*2,self.radius*2)
        self.entity:SetShape(shape)
        shape:Release()
    end
    self.entity:SetFriction(0,0)
    self.entity:SetElasticity(0)
    self.entity:SetSweptCollisionMode(true)
    self.listener = Listener:Create(self.entity)
    self.entity:SetBuoyancyMode(false)
end

--Collision filter so the spectator doesn't knock things over
function Script:Overlap(entity)
    if entity:GetMass()==0 then
        return Collision.Collide
    else
        return Collision.None
    end
end

function Script:UpdateWorld()
    local window = Window:GetCurrent()
    local cx = Math:Round(context:GetWidth()/2)
    local cy = Math:Round(context:GetHeight()/2)
    local mpos = window:GetMousePosition()
    window:SetMousePosition(cx,cy)
    local centerpos = window:GetMousePosition()
    if self.started then
        mpos = mpos * self.looksmoothing + self.mousepos * (1-self.looksmoothing)
        local dx = (mpos.x - centerpos.x) * self.lookspeed
        local dy = (mpos.y - centerpos.y) * self.lookspeed        
        self.camerarotation.x = self.camerarotation.x + dy
        self.camerarotation.y = self.camerarotation.y + dx
        self.mousepos = mpos
    else
        self.mousepos = Vec3(centerpos.x,centerpos.y,0)
        self.started=true
    end
end

function Script:UpdatePhysics()
    local move=0
    local strafe=0
    local ascension=0
    local window = Window:GetCurrent()
    if window:KeyDown(Key.W) or window:KeyDown(Key.Up) then move = move + self.movespeed end
    if window:KeyDown(Key.S) or window:KeyDown(Key.Down) then move = move - self.movespeed end
    if window:KeyDown(Key.D) or window:KeyDown(Key.Right) then strafe = strafe + self.movespeed end
    if window:KeyDown(Key.A) or window:KeyDown(Key.Left) then strafe = strafe - self.movespeed end
    if window:KeyDown(Key.Q) or window:KeyDown(Key.PageDown) then ascension = ascension - self.movespeed end
    if window:KeyDown(Key.E) or window:KeyDown(Key.PageUp) then ascension = ascension + self.movespeed end
    local currentvelocity = self.entity:GetVelocity(false)
    local desiredvelocity = Vec3(strafe,0,move) + Transform:Vector(0,ascension,0,nil,self.entity)
    local velocity = currentvelocity * self.movementsmoothing + desiredvelocity * (1.0-self.movementsmoothing)
    self.entity:AddForce((desiredvelocity - currentvelocity) * self.entity:GetMass() / self.movementsmoothing,false)
    self.entity:PhysicsSetRotation(self.camerarotation.x,self.camerarotation.y,self.camerarotation.z)
end

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Thanks - but I think Marcousik has that file. I am looking for the script and now i cannot find it either. Oh well, I think the bigger issue above is that it appears the OP has two sets of code setting the camera position and possibly fighting each other. Or at least the collision code and however the pick properties are set is causing it to bounce position. 

 

  • Upvote 1

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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6 hours ago, Yue said:

Hi, I just have that file code, where the camera is implemented. 

Only file  Script.
 

Impossible. In your videos, the camera is changing positions if behind walls and is allowing you to move the camera close and away from the vehicle. The code you posted only allows the user to change the rotation of the camera and not the position. 

 

EDIT - you can make as many videos as you want, but without an example we cannot troubleshoot your issue. 

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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  • Solution

Well maybe it makes sense to study the mouse look in the FPSPlayer.lua (there are examples of how using Math:Curve() )

This is the mouse look in the UpdateWorld(): (I would not change this)

Quote

 

--Mouse look
    self.currentMousePos = window:GetMousePosition()
    window:SetMousePosition(Math:Round(context:GetWidth()/2), Math:Round(context:GetHeight()/2))
    local centerpos = window:GetMousePosition()
    self.currentMousePos.x = Math:Round(self.currentMousePos.x)
    self.currentMousePos.y = Math:Round(self.currentMousePos.y)
  

    -- Here is code for weapons cycle that I removed to simplify

 
    self.mouseDifference.x = Math:Curve(self.currentMousePos.x - centerpos.x,self.mouseDifference.x,2/Time:GetSpeed())
    self.mouseDifference.y = Math:Curve(self.currentMousePos.y - centerpos.y,self.mouseDifference.y,2/Time:GetSpeed())
    self.camRotation.x = Math:Clamp(self.camRotation.x + self.mouseDifference.y / self.mouseSensitivity,-90,90)
    self.camRotation.y = self.camRotation.y + (self.mouseDifference.x / self.mouseSensitivity)
    
    --Adjust the view shake
    self.hurtoffset.x = Math:Inc(0,self.hurtoffset.x,2*Time:GetSpeed())
    self.hurtoffset.y = Math:Inc(0,self.hurtoffset.y,2*Time:GetSpeed())
    self.smoothedhurtoffset.x = Math:Curve(self.hurtoffset.x,self.smoothedhurtoffset.x,3)
    self.smoothedhurtoffset.y = Math:Curve(self.hurtoffset.y,self.smoothedhurtoffset.y,3)
    
    --Set the camera angle
    self.camera:SetRotation(self.camRotation+self.smoothedhurtoffset)

And this is in the UpdatePhysics():

Quote

    self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, true)
    local playerPos = self.entity:GetPosition()
    local newCameraPos = self.camera:GetPosition()
    --local playerTempHeight = ((self:IsCrouched() == 1) and crouchHeight or playerHeight)
    newCameraPos = Vec3(playerPos.x, newCameraPos.y ,playerPos.z)
    
    if newCameraPos.y<playerPos.y + self.eyeheight then
        newCameraPos.y = Math:Curve(playerPos.y + self.eyeheight, newCameraPos.y, self.camSmoothing)
    else
        newCameraPos.y = playerPos.y + self.eyeheight
    end
    
    self.camera:SetPosition(newCameraPos)

And somewhere I would add something like this for the third person view:

self.camera:Move(0,0,-10)

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At this point, I think its the code the OP isn't showing us that is the problem or at least maybe how the pick is working for camera collision. The code he posted doesn't do anything but set the camera at the 'chassis' position and allows the user to rotate the camera.That code does not point the camera at the car, it does not automatically move the camera if behind a wall, and it doesn't allow the user to move the camera closer or farther away from the 'chassis' like what is shown in his videos. The jitter, since he is making us guess, is probably due to the pick hitting the wheels briefly instead of the chassis causing the camera to move slightly. So it's probably more of collision type setup issue more than anything where the camera pick needs to ignore the wheels.

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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