View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0002023 | FSSCP | camera code | public | 2009-11-10 04:40 | 2021-01-10 00:33 |
Reporter | chief1983 | Assigned To | |||
Priority | high | Severity | minor | Reproducibility | N/A |
Status | closed | Resolution | suspended | ||
Product Version | 3.6.11 | ||||
Target Version | 3.8 | ||||
Summary | 0002023: Additional tools and/or help needed for camera coordinate systems | ||||
Description | Bug retitled/redescribed due to Admiral MS's information (see "additional information" section and his ticket comment). More specifically, not all of the coordinate systems in FRED align with the camera and orientation code. More documentation and user interface enhancement needs to be done to allow users to operate with the two different coordinate systems without getting confused. They might assume that lessons in one system can be applied to the other, where this is not necessarily the case. It would be nice to provide a FRED widget to calculate/convert between one coordinate system and another. | ||||
Additional Information | Admiral MS said the following: I took a look at this and there seems to be no difference between camera and ingame coordinate systems: - I found no transformation anywhere in camera code that would change something from the ingame coordinates - Using a script to display Position and Orientation of a ship and its camera revealed them to be identical (scripting includes no tranformations) - FRED uses the same axes that are used ingame What I found: - The background editor in FRED uses a completely different definition of pitch bank and heading that doesn't align with ingame coordinates - The input of set-object-orientation is defined as going from 0 to 360° for pitch, bank and heading while ingame these have different ranges (heading and bank: -90° to 270°, pitch: -90° to 90° to -90°) - Guessing an orientation for a random direction and bank angle is nearly impossible in the system used, it has to be calculated - Before the camera code and scripting were added set-object-orientation was the only sexp that allowed to modify the actual object orientation, so people may have a wrong idea of how the orientation works Obiously there is a chance I missed something - I didn't check every single line of code that is somehow related to cameras. | ||||
Tags | No tags attached. | ||||
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Changing to a new category I made. |
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To elaborate, the X, Y, and Z axes don't correspond with the X, Y, and Z axes defined by the game or FRED. Chief, you'll need to go ahead and assign this to somebody because it'll have to be fixed before use of the camera code becomes more widespread. And before you assign it to me, please note that I haven't had time to look at it in the past eight months. :p |
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Is this still a present issue? I've seen plenty of uses of the camera system since 2010, is there an employed system of getting around this issue if it still exists by FREDers? |
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It's still an issue, because the coordinate axes haven't changed. What this needs is documentation to explain exactly what the axes correspond to. And maybe a mod.tbl setting to control whether or not the axes line up with the FRED axes. |
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I took a look at this and there seems to be no difference between camera and ingame coordinate systems: - I found no transformation anywhere in camera code that would change something from the ingame coordinates - Using a script to display Position and Orientation of a ship and its camera revealed them to be identical (scripting includes no tranformations) - FRED uses the same axes that are used ingame What I found: - The background editor in FRED uses a completely different definition of pitch bank and heading that doesn't align with ingame coordinates - The input of set-object-orientation is defined as going from 0 to 360° for pitch, bank and heading while ingame these have different ranges (heading and bank: -90° to 270°, pitch: -90° to 90° to -90°) - Guessing an orientation for a random direction and bank angle is nearly impossible in the system used, it has to be calculated - Before the camera code and scripting were added set-object-orientation was the only sexp that allowed to modify the actual object orientation, so people may have a wrong idea of how the orientation works Obiously there is a chance I missed something - I didn't check every single line of code that is somehow related to cameras. |
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That is interesting to note, thanks for looking into that. |
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Ticket rewritten based on Admiral MS's discovery. Many thanks to him for transforming the problem from something vague and poorly specified to something concrete. (And yeah, I should have done this updating back in April. :p) |
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Since Admiral MS is now a developer, I'm assigning this to him to see if he'd be willing to take a stab at squashing it. |
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Bumping target. |
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So I've uploaded a simple patch that adds the missing line from the above link, plus a couple of minor tweaks on the parsing side. https://goo.gl/KyvnZF This (plus fixing the provided POF to use submodel names instead of numbers) makes the example work, but still has the worrisome potential performance issues brought up in the previously linked thread. |
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Migrated to GitHub. https://github.com/scp-fs2open/fs2open.github.com/issues/3113 |
Date Modified | Username | Field | Change |
---|---|---|---|
2009-11-10 04:40 | chief1983 | New Issue | |
2009-11-12 07:04 | chief1983 | Note Added: 0011249 | |
2009-11-12 07:04 | chief1983 | Category | cutscenes => camera code |
2010-08-05 20:07 | chief1983 | Target Version | 3.6.12 RC1 => 3.7.2 |
2010-08-29 05:08 | Goober5000 | Note Added: 0012338 | |
2012-02-24 04:41 | Echelon9 | Note Added: 0013350 | |
2012-02-24 04:41 | Echelon9 | Status | new => feedback |
2012-02-25 03:18 | Goober5000 | Note Added: 0013360 | |
2013-04-21 11:04 | Admiral MS | Note Added: 0014941 | |
2013-04-21 11:04 | Admiral MS | Note Edited: 0014941 | |
2013-04-21 11:06 | Admiral MS | Note Edited: 0014941 | |
2013-04-21 14:49 | chief1983 | Note Added: 0014943 | |
2013-04-21 14:49 | chief1983 | Status | feedback => new |
2013-06-23 22:17 | Goober5000 | Summary | Camera coordinate system for WMC's camera code doesn't align with anything => Additional tools and/or help needed for camera coordinate systems |
2013-06-23 22:17 | Goober5000 | Description Updated | |
2013-06-23 22:17 | Goober5000 | Additional Information Updated | |
2013-06-23 22:19 | Goober5000 | Note Added: 0015145 | |
2014-06-29 22:53 | Goober5000 | Note Added: 0015935 | |
2014-06-29 22:53 | Goober5000 | Assigned To | => Admiral MS |
2014-06-29 22:53 | Goober5000 | Status | new => assigned |
2015-04-16 04:24 | Goober5000 | Target Version | 3.7.2 => 3.7.4 |
2016-03-23 10:03 | MageKing17 | Note Added: 0016819 | |
2016-03-23 10:03 | MageKing17 | Target Version | 3.7.4 => 3.8 |
2019-05-03 15:09 | kevlevrone | Note Added: 0016927 | |
2021-01-10 00:33 | MjnMixael | Assigned To | Admiral MS => |
2021-01-10 00:33 | MjnMixael | Status | assigned => closed |
2021-01-10 00:33 | MjnMixael | Resolution | open => suspended |
2021-01-10 00:33 | MjnMixael | Note Added: 0017089 |