Help finding the Y axis angle of a plane?

Alright, so I need to know the y axis angle of a plane made by 4 points in 3d space. basically I want code to where if it’s _ (flat) I can walk on it and if its | (a wall) I run into it. So could anyone explain to me a good way to figure this out?

Calculate the normal using 3 of the vertices (a triangle) and check the value of y?

Okay, this is what I got so far. Assume quadToCheck is 4 Vector3f’s with random values.

public float getNormal(Vector3f[] quadToCheck){
		Vector3f ab = new Vector3f(0,0,0);
		Vector3f.sub(quadToCheck[1], quadToCheck[0], ab);
		
		Vector3f ac = new Vector3f(0,0,0);
		Vector3f.sub(quadToCheck[2], quadToCheck[0], ac);
		
		Vector3f crossed = new Vector3f(0,0,0);
		Vector3f.cross(ac, ab, crossed);
		Vector3f backup = new Vector3f(crossed);
		try{
			crossed.normalise();
		}
		
		catch(Exception e){
			//e.printStackTrace();
			crossed = backup;
		}
		return crossed.y;
	}

Am I doing this right? Cause I’m not seeing good results, and it tends to hit that catch like every time, or every other time :<

This is some GLSL code I have to calculate the normal of a triangle in a geometry shader:

vec3 calculateNormal(){
    vec3 u = gl_in[1].gl_Position.xyz - gl_in[0].gl_Position.xyz;
    vec3 v = gl_in[2].gl_Position.xyz - gl_in[0].gl_Position.xyz;
    
    return normalize(cross(u, v));
}

Shouldn’t it be Vector3f.cross(ab, ac, crossed)? Mine works as it should.

EDIT: I love how clean GLSL code looks for this kind of math. =>

There’s no need to normalize unless you really want the normal. The original question only needs the direction.

But to calculate the angle to y+ you need to do a dot product with a vector pointing up --> you need normalize it and just look at y. Maybe that’s not the best way of doing it…

Really this just isn’t the way to handle the problem. If polys are always in XZ (floor/ceiling) and X^Z=0 (walls), then just have three lists floors, ceilings and walls and be done with it…which I assume is the case since only the Y component is being returned. But if you don’t need distance from test point, then no normalization is needed…the sign is the answer.

ofcourse you can always check if some plane/triangle/quad is walkable with the normal(angle between the normal and the 90° flat plane). Another possibility is to generate a navigation mesh(something in the direction of Roquens idea).

Just generate a list of areas/triangles … which are wakable. By hand or an algorithm, there are also nice opensource tools for that see recast

I was assuming that OP wanted something similar to most shooters/RPGs, where you can walk on everything that isn’t too steep. My idea was to look at the y value of the normal and check if it was above a certain threshold…

sure that works, the y value of a normalized plane normal should be the cosinus angle between the plane and the ground, right?

Doesn’t work. For arbitrary surfaces you need the full direction and not a single component. Consider rotating the surface about ‘y’. You can find the slope but not the maximum direction of change.

Check this out
Where Y and X 2 axis distance
Let sta you have 1.3 and 2.4
X = 2 – 1
Y = 4 – 3
Play with dif axis to find what you need :wink:

static public float Angle360(float y, float x){
		float ret = (float) (Math.atan2(y, x) * 180 / Math.PI);
		if(ret < 0)ret += 360;
		return ret;
}

try google Atan2
http://polygeek.com/1819_flex_exploring-math-atan2

sry, I don’t get what you are saying. A first thought how to handle player movement would be to check if the surface the player is standing on has a slope below a given threshold. When the slope is high the player starts sliding according to the slope.

In what direction does the player start to slide?

to get direction where to slide you need of course the normal, but to check if you slide is another calculation(the one above)

to get the direction:
slideDir = normal x (normal x up)

slope:
cos(a) = up * normalize(normal)
cos(a) = (normalize(normal)).y // because up = (0, 1, 0)

That was a rhetorical question…you require all three components to know the direction. cross gives direction of plane, project back into plane is direction of max slope…normalize if needed.

I don’t understand the math behind that, so I’ll just tell you how I would do it:


vec3 t0, t1, t2; //The triangle (three sides of a quad)

Vec3 u = t1 - t0;
Vec3 v = t2 - t0;

Vec3 n = cross(u, v); //Unnormalized normal of the plane

float cosSlopeAngle = n.y / sqrt(n.x*n.x + n.y*n.y + n.z*n.z);

if(cosSlopeAngle > cos(maximumAngle){
    vec2 slidingDirection = vec2(n.x, n.z);
    slidingDirection.normalize();
    //Use sliding direction to modify the objects velocity...
}

Excuse my psuedo-GLSL…