Questions tagged [vector]
A mathematical concept that can be used to express position, direction or velocity and which can simplify or outright trivialise spatial problems.
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Rotate vector by quaternion different formulas
I was implementing the rotation of a 3D vector by a quaternion, implementing the formula that I've found in this thread.
To testing my function, I've rotated some vectors by using MATLAB, in ...
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Fast way to compare a large set of positions, rotations, velocities, etc. during runtime (possibly every frame)
The Goal
I'm working on a vr gesture recognition system. Normally these systems are dependent on "drawn" gestures, but I want something that compares position, rotation, velocity, angular ...
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How detect collision between object1[i] and object2[j] then do something with them in Box2D games?
I am making a simple game with Box2D and SDL2. I have GameObjects vectors for example: 1.vector of Enemy 2.vector of Bullets…
in ContactListener class i can detect collision between enemyFixture and ...
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Object collision and vector reflection for complex polygons?
I am currently creating an environment to train aim-bot AI's for my game. It is a 2d world made of complex polygons, and the goal is to have the AI's shoot ricocheting bullets. Using a ray-casting ...
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Suspension vector direction of a raycast vehicle
I'm working on a raycast-based vehicle in a 3D world using a physics engine. It's basically a chassis object that contains a transform (translation, rotation, scale), a dynamic rigid body (with mass, ...
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How to tell when calculating an Intercept Point between two moving objects, when it will never intercept?
I'm not a maths person and the formulas you see on maths type questions/answer with all the symbols is completely beyond me - I'm sorry. However I had help about 18 months ago to turn a provided ...
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How to calculate rotation needed to cancel out perspective shift
I have a direction vector that's pointing to (0,0,1) in local object space. How can I calculate rotation needed to rotate it on Y axis so that from camera's point of view it would look as if it's ...
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Calculate Up Vector of Object on Surface Given Points and Normals
Context
I want to find the up vector an object would have if it were leaning on a surface, given a large amount of points on that surface and their associated surface normals (i.e., an equation that ...
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Calculate path segments size
I have a problem more closely described on a picture below.
The idea is that I have my agent in point A and I want to get to the point B. The problem is, that agents rotation towards point B is alpha ...
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Getting 3D slide direction
I am trying to make my player slide down a curve (like a water slide) and so far I’ve managed to get the slide direction using the following code
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How does vector raised to the power of another vector work?
I was watching this tutorial and at timestamp 3:03 he did this:
This blows my mind because I didn't expect that to actually work, how the heck does that work ???? For example, if I have vector (2, 3, ...
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How to instantiate correctly a cube prefab?
In a FPS i'm trying to instantiate cube like the old good minecraft.
The problem is that the first cube i instantiate on terrain got y=0 but half of that cube is underground ...
All my cube prefab are ...
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What is the relation between the magnitude of the cross product and dot product of two vectors?
If I have an equation:
|A×B|=A.B
What would be the angle in between A and B?
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Getting the scalar speed from an X and Y velocity [duplicate]
Given a Vector2(x,y) that represents an object's velocity, like so:
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How do I use these Unity math functions in Godot C#?
Here's a list of math functions I'm having trouble finding a direct function match for in Godot C#:
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Twin-stick backwards tank movement
I'm creating a 3D twin-stick tank game in Godot with C#. I have created the tank movement and rotation, separate of its turret, and it seems to be working properly.
The issue: I want the body of the ...
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How can i translate this code into java?
My only problem translating the code from this question/answer is the Vector2 method. In the web i could only find this replacement (Vector2f). But i can not import it : can't resolve reference. Also ...
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Modifying LibGDX vector2's seems to do nothing
I have a piece of code similar to this:
Vector2 test = new Vector2().setLength(20).setAngleDeg(45);
But when I'm trying to print its contents (such as ...
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Is there a logical reason for SFML's Vector2 being templated?
The game development library SFML has a Vector2 class template (and a Vector3 for that matter), which can use any arithmetic ...
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How to compare a vector to a rotation in Godot 4.1?
The Context
In Godot 4.1, I have a third-person character controller. It's a CharacterBody3D with a child Node3D called PlayerContent. The visual components of the character (model, etc.) are all ...
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Finding the closest point on a circle to end of a ray in 3D
I have a circle in 3D space, so we have center C with radius r, and the normal of plane the circle lies on, N. There is also a normalized vector V that I am modifying to go far past the circle's ...
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Godot Velocity: Invalid type in utility function "lerp", cannot convert arg 2 from Vector2 to float on line 40
I'm trying to solve a lerp problem on my velocity, searched some stuff here and there, but found nothing that solved it. Can you help me?
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When to use InverseTransformDirection in Unity
I want to know when to use InverseTransformDirection.
Unity documentation says : "Transforms a direction from world space to local space". Honestly, it is not clear for me.
I came across ...
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Raycast from isometric view without camera position?
I'm trying to cast a ray so I can implement mouse picking. My game uses 2:1 isometric with a 3D world sim that uses AABBs. Positive X points to the bottom right, positive Y points to the bottom left, ...
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Changing one axis to another
Apologies for the bad title -- I have no idea how to explain this problem succinctly.
I have two 3D vectors. One is the player's movement direction, and the other is the direction towards a wall they ...
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Calculate direction to push player away from wall
I'm trying to write a common 2D game and using vectors for physics.
I have 1 wall and 1 player object that can move diagonally (both are squares without rotation).
When the player object collides with ...
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Calculate offset when attaching a game object to edge of another game object
I am doing a sort of hook, where whenever the hook collides with something, it retracts itself and pulls the the object it collided with back along with it.
But the objects the hook can collide with ...
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How do I spawn the tiles on the global z axis instead of local z?
I'm trying to spawn infinite tiles in a 3D runner game, but the tiles are spawning at the wrong position and on the wrong axis.
Technically, the code is working as it should, it is spawning and ...
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How do you rotate an object that uses a quaternion to represent orientation in 3D from a 3 vector input with values from a gamepad?
I'm using unity3d to create a six-degree of freedom flying game. The game takes in input from a standard dual-stick gamepad (like the Logitech f310).
In unity each of the gamepad's joystick's axes are ...
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Why is the position of my GameObject inaccurate when copying another object's position?
I've been stuck with this nightmare for a while, and it's certainly my perfectionism. What I have is a cannon that fires a shell from an object pool. The order of operations is as follows.
The ...
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Normalise movement for direction with 16:9 aspect
should i move everything by the windows Normalised cords to make it so SE is bottom-right, or should i use (1,1) and move everything at or either (1+speedX,1+speedY)
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Help with understanding Vector3 math
I was making a 3rd person player controller in Unity.
Would
Vector3 inputDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
be ...
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Predict whether projectile is coming at a teammate
Related to this question How to project a Vector3 onto the xz plane?
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How to project a Vector3 onto the xz plane?
I have this code that tries to check whether a lobbed grenade will head toward a teammate:
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Two methods of finding angle between vectors give different answers!
Ok, am I misunderstanding how Unity quaternions work, or is there a bad (about 2 degrees difference!) floating point error?
The TLDR is I use a quaternion r to rotate vector v and put the result in w. ...
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Walk on any surface, how to make a defined space around character not pass through any collider
I'm working on an 3D insect/spider controller that will walk on any time of surface. Currently my character scan the environment around him by shooting a very big number of spherecasts and based on ...
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Aim projectile to intercept moving target from a moving ship
So I have created spaceship shooter game where ships have turrets on them . Now I want those turrets to shoot a moving target meaning I want the projectile to intercept and hit the target that is ...
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Find look at rotation with offset
I've been trying to make a function similar to "Find look at rotation" but with an offset. Imagine I have a pivot and an object attached to that pivot with some location and rotation offset. ...
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Calculate the Right and Up vectors using yaw and pitch in right-handed coordinates
I have an assignment where they ask me to calculate Vector Right and Vector Up, it's for a camera creation using C++ and DirectX. For the Vector Right, they specify I should use 90-yaw, so I got:
\$ ...
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Using atan2 vs dot product to get an angle in 2D games
I have some confusion that I need to be cleared up about the atan2 function.
I am making a game in Godot where a 2D ship rotates to face some object in space by ...
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Implementation of Vector3.RotateTowards from Unity
I'm using vector3 as direction of object movement and i want to smoothly rotate it to another direction vector. I found SLERP but it rotate by percent. Looks like Vector3.RotateTowards is what i need, ...
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How to find combination of vectors to equal target velocity?
I have a space craft in a 3d world that moves along the X Z plane. Given that I have 4 thrusters with one at each cardinal direction, and the ship can rotate itself about the y axis. Is it possible to ...
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Given a quad in 3D space with two diagonally opposite points and normal, how would I find the other two points?
Image attached below for clarification:
So here we have a plane with a random rotation in 3D space, and we have the values for P1, P2, and the plane normal. How do I find the points X1 and X2?
This ...
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Move object on World's XYZ axes
I'm trying to move my Character on the world's XYZ Axes, but how do I get them?
I'm trying to do this because my Player is sort of a Sphere and is rolling around, so its xyz directions are rotating.
I ...
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Include camera movement and calculation in the 3D game
I was sent here by softwareengineering.stackexchange.com.
I am writing a WinForms .NET application using C#. I use SkiaSharp for drawing for performance reasons.
I can already create a cuboid, rotate ...
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Get component of velocity parallel to a normal
I would like to transform a rigidbody's world velocity into a local velocity based on a normal direction.
When the rigidbody is moving towards and within a range of a object, I use a raycast to ...
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2D Vector local to global space without trig/sqrt
Per this answer to this question, a cheap way (i.e., without trig/sqrt) to convert from global to local space, given LocalOrigin, LocalI, LocalJ, and GloablPoint is (in rough pseudo code)
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Finding point along vector to maintain distance to an arbitrary point
I'm currently working on a particular project where orthographic and perspective projections are both used interchangeably. To keep the transition between both projection modes somewhat seamless, I ...
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Compute the difference between two vector3 and iterate with the difference in mathematically
I have two eularAngle vector3 A , and vector3 B;
I want to rotate the vector3 A rotate to vector3 B by 10 small steps;
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Is it possible to calculate a direction vector without sqrt?
I'm not using Unity or any other library for making game logic. I'm making a basic game logic that needs to do basic vector math on the backend side.
I just wrote a direction function that needs to do ...