Limit Rotation of Object? - c#

In my game, I am rotating a gameobject with the Accelerometer of my phone, here's the code for that:
void lookAround1()
{
float accelx, accely, accelz = 0;
accelx = Input.acceleration.x;
accely = Input.acceleration.y;
accelz = Input.acceleration.z;
transform.Rotate( accely * Time.deltaTime * 75f, accelx
*Time.deltaTime * 75f, 0);
}
How can I make it so my object can only rotate to about 60 degrees on all three axis'?
To give a better idea of what I'm talking about, here's a screenshot from the game:

If you want to limit the rotation for the whole scene you could use the mathf.clamp syntax and clamp the cameras rotation .z, .x ans .y to the values you want

Related

Not able to Clamp my camera rotation value

I made a camera that rotates around an object... Everything is working fine. But I was not able to clamp or restrict the camera rotation. Here's the code..
//First - Get the Initial Position
if (Input.GetMouseButtonDown(0))
{
mPreviousPosition = mCamRef.ScreenToViewportPoint(Input.mousePosition);
}
//Second - the difference amount and change in x
if (Input.GetMouseButton(0))
{
Vector3 newPosition = mCamRef.ScreenToViewportPoint(Input.mousePosition);
Vector3 direction = mPreviousPosition - newPosition;
float rotationAroundYAxis = -direction.x * 180;
mCamRef.transform.position = mTargetToRotateAround.position;
rotationAroundYAxis = Mathf.Clamp(rotationAroundYAxis, -60f,60f);
mCamRef.transform.rotation = Quaternion.Euler(Vector3.up * rotationAroundYAxis);
mCamRef.transform.Translate(new Vector3(mDistanceToTarget.x, mDistanceToTarget.y, -mDistanceToTarget.z));
mPreviousPosition = newPosition;
}
You are clamping
rotationAroundYAxis = Mathf.Clamp(rotationAroundYAxis, -0.6f, 0.6f);
but then use it for Transform.Rotate which rotates from the current rotation about the given amount => you always rotate something.
You would probably rather use e.g. Quaternion.Euler
mCamRef.transform.rotation = Quaternion.Euler(Vector3.up * rotationAroundYAxis);
However, note that clamping a rotation using +- 0.6° makes barely any sense ...
From you comments you want to clamp to +-60° so rather use
rotationAroundYAxis = Mathf.Clamp(rotationAroundYAxis, -60, 60);
Though I still don't understand how you want to get a rotation in angles from a direction vector ...

How can I realise the same physics?

Once I saw a Google Play game where there was such
good physics. I'm new in Rigidbody2D move and physics. How can I do
the same physics? Now my bullet just explodes and don't boost tank. When I added Rigidbody2D, bullet pushed my tank
on a little bit, but that's all, my tank stops.
I have only default Rigidbody2D move script.
void FixedUpdate()
{
if (moveup1) // bool button for touch controls
{
direction = Mathf.Sign(Vector2.Dot(rb.velocity, rb.GetRelativeVector(Vector2.right)));
rb.AddRelativeForce(-Vector2.left * upspeed * 300); // these vectors looks weird but all work perfectly
}
if (movedown1) // bool button
{
direction = Mathf.Sign(Vector2.Dot(rb.velocity, rb.GetRelativeVector(Vector2.right)));
rb.AddRelativeForce(Vector2.left * downspeed * 300);
}
if (rotateleft1) // bool button
{
steeringAmount = -1;
rb.rotation += steeringAmount * steeringPower;
rb.AddRelativeForce(-Vector2.right * rb.velocity.magnitude * steeringAmount / 2);
}
if (rotateright1) // bool button
{
steeringAmount = 1;
rb.rotation += steeringAmount * steeringPower;
rb.AddRelativeForce(-Vector2.right * rb.velocity.magnitude * steeringAmount / 2);
}
}
Also
numbers should I put in the Rigidbody2D parameters? Now I'm using these params:
I hope for your understanding and patience. Thanks!
Lower Mass and Linear Drag. Also add Force when you instantiate the bullet. Force direction should be negative shooting direction.
If you want to push the tank on impact, the direction would be Vector3 dir = tank.position - impact.position. However the vector is longer on bigger distances, but we want the opposite (the close the explosion, the more force). So we can use float force = 1f / dir.magnitude and then apply it like this
rb.addForce(dir.normalized * force);
In general there is Rigidbody.AddExplosionForce but it's not available for 2D.

Unity - Rotation Animation through code? [duplicate]

I a new here and i try to start working with Unity Engine.
Could somebody explain me, how works Quaternion.Slerp? Because I want to rotate some object in different angles 90, 180 and 270. My code you can see below. Unfortunately when I add 180 degrees, object make crazy things and than put rotation to (0, 180, 180) for this game object. I would like to get (180,0,0)
public float speed = 0.1F;
private float rotation_x;
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
rotation_x = transform.rotation.eulerAngles.x;
rotation_x += 180;
}
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(rotation_x, transform.eulerAngles.y, transform.eulerAngles.z), Time.time * speed);
}
Most examples out there including Unity examples from their official website are using Lerp in the wrong way. They didn't even bother to describe how it works in the API documentation. They just starch it in the Update() function and call it a day.
Mathf.Lerp, Vector3.Lerp, and Quaternion.Slerp work by changing from one position/rotation to another with the t value(last parameter) being passed in.That t value is also know as time.
The min of the t value is 0f and the max is 1f.
I will explain this with Mathf.Lerp to make it easier to understand. The Lerp functions are all the-same for both Mathf.Lerp, Vector and Quaternion.
Remember that Lerp takes two values and returns values between them. If we have a value of 1 and 10 and we do Lerp on them:
float x = Mathf.Lerp(1f, 10f, 0f); will return 1.
float x = Mathf.Lerp(1f, 10f, 0.5f); will return 5.5
float x = Mathf.Lerp(1f, 10f, 1f); will return 10
As you can see, the t(0) returns the min of the number passed in, t(1) returns the max value passed in and t(0.5) will return mid point between the min and the max value. You are doing it wrong when you pass any t value that is < 0 or > 1. That code in you Update() function is doing just that. Time.time will increase every second and will be > 1 in a second, so you have problems with that.
It recommended to use Lerp in another function/Coroutine instead of the Updated function.
Note:
Using Lerp has a bad side of it when it comes to rotation. Lerp does not know how to rotate Object with the shortest path. So bear that in mind. For example, you have an Object with 0,0,90 position. Lets say you want to move the rotation from that to 0,0,120 Lerp can sometimes rotate left instead of right to reach that new position which means it take longer to reach that distance.
Let's say we want to make the rotation (0,0,90) from whatever the current rotation is. The code below will change the rotation to 0,0,90 in 3 seconds.
ROTATION OVER TIME:
void Start()
{
Quaternion rotation2 = Quaternion.Euler(new Vector3(0, 0, 90));
StartCoroutine(rotateObject(objectToRotate, rotation2, 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Quaternion newRot, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Quaternion currentRot = gameObjectToMove.transform.rotation;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.rotation = Quaternion.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
INCREMENTAL ANGULAR ROTATION OVER TIME:
And to just rotate the Object to 90 in z axis, the code below is a great example of that. Please understand there is a difference between moving Object to new rotational point and just rotating it.
void Start()
{
StartCoroutine(rotateObject(objectToRotate, new Vector3(0, 0, 90), 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Vector3 eulerAngles, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Vector3 newRot = gameObjectToMove.transform.eulerAngles + eulerAngles;
Vector3 currentRot = gameObjectToMove.transform.eulerAngles;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.eulerAngles = Vector3.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
All my examples are based on frame-rate of the device. You can use real-time by replacing Time.deltaTime with Time.delta but more calculation is required.
Before anything, you can't add 180 on euler angles like that, and that's mainly what is causing your problem. You'd better use quaternion directly instead, or work on the transform itself.
You can think of a quaternion as an orientation in space. In contrary to what have been said, I do recommend learning how to use them if you can. However, I don't recommend using euler angles at all... as they're suject to different writing conventions, and will fail sometimes. You can look at 'gimbal lock' if you want details about that.
Simply a slerp or lerp (standing for spherical linear interpolation, or linear interpolation respectively) is a way to interpolate (go from one orientation to another, by increasing t from 0 to 1, in a coroutine or anywhere else) between orientation A and B. The difference between the two is that the slerp is giving you the shortest path from A to B.
In the end, when t = 1, lerp(A,B,t) and slerp(A,B,t) will give you B.
In your case, if you want to instantly rotate an object in space to a specific orientation, I suggest you use Quaternion.AngleAxis which is the most forward way to describe mathematically a quaternion.
If you want to add a rotation, say 90° to you actual orientation (without animation between the two), you can do something like this :
transform.rotation *= Quaternion.AngleAxis(axis_of_rotation, angle)
or use transform.rotate (depending on the parameters, it can be a right multiply, or left : local, or world transform).
Programmers' answer is detailling how to animate your transform. But I do suggest you to investigate quaternion themselves, as it will give you global understanding of space transforms.

Rotate GameObject over time

I a new here and i try to start working with Unity Engine.
Could somebody explain me, how works Quaternion.Slerp? Because I want to rotate some object in different angles 90, 180 and 270. My code you can see below. Unfortunately when I add 180 degrees, object make crazy things and than put rotation to (0, 180, 180) for this game object. I would like to get (180,0,0)
public float speed = 0.1F;
private float rotation_x;
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
rotation_x = transform.rotation.eulerAngles.x;
rotation_x += 180;
}
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(rotation_x, transform.eulerAngles.y, transform.eulerAngles.z), Time.time * speed);
}
Most examples out there including Unity examples from their official website are using Lerp in the wrong way. They didn't even bother to describe how it works in the API documentation. They just starch it in the Update() function and call it a day.
Mathf.Lerp, Vector3.Lerp, and Quaternion.Slerp work by changing from one position/rotation to another with the t value(last parameter) being passed in.That t value is also know as time.
The min of the t value is 0f and the max is 1f.
I will explain this with Mathf.Lerp to make it easier to understand. The Lerp functions are all the-same for both Mathf.Lerp, Vector and Quaternion.
Remember that Lerp takes two values and returns values between them. If we have a value of 1 and 10 and we do Lerp on them:
float x = Mathf.Lerp(1f, 10f, 0f); will return 1.
float x = Mathf.Lerp(1f, 10f, 0.5f); will return 5.5
float x = Mathf.Lerp(1f, 10f, 1f); will return 10
As you can see, the t(0) returns the min of the number passed in, t(1) returns the max value passed in and t(0.5) will return mid point between the min and the max value. You are doing it wrong when you pass any t value that is < 0 or > 1. That code in you Update() function is doing just that. Time.time will increase every second and will be > 1 in a second, so you have problems with that.
It recommended to use Lerp in another function/Coroutine instead of the Updated function.
Note:
Using Lerp has a bad side of it when it comes to rotation. Lerp does not know how to rotate Object with the shortest path. So bear that in mind. For example, you have an Object with 0,0,90 position. Lets say you want to move the rotation from that to 0,0,120 Lerp can sometimes rotate left instead of right to reach that new position which means it take longer to reach that distance.
Let's say we want to make the rotation (0,0,90) from whatever the current rotation is. The code below will change the rotation to 0,0,90 in 3 seconds.
ROTATION OVER TIME:
void Start()
{
Quaternion rotation2 = Quaternion.Euler(new Vector3(0, 0, 90));
StartCoroutine(rotateObject(objectToRotate, rotation2, 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Quaternion newRot, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Quaternion currentRot = gameObjectToMove.transform.rotation;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.rotation = Quaternion.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
INCREMENTAL ANGULAR ROTATION OVER TIME:
And to just rotate the Object to 90 in z axis, the code below is a great example of that. Please understand there is a difference between moving Object to new rotational point and just rotating it.
void Start()
{
StartCoroutine(rotateObject(objectToRotate, new Vector3(0, 0, 90), 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Vector3 eulerAngles, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Vector3 newRot = gameObjectToMove.transform.eulerAngles + eulerAngles;
Vector3 currentRot = gameObjectToMove.transform.eulerAngles;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.eulerAngles = Vector3.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
All my examples are based on frame-rate of the device. You can use real-time by replacing Time.deltaTime with Time.delta but more calculation is required.
Before anything, you can't add 180 on euler angles like that, and that's mainly what is causing your problem. You'd better use quaternion directly instead, or work on the transform itself.
You can think of a quaternion as an orientation in space. In contrary to what have been said, I do recommend learning how to use them if you can. However, I don't recommend using euler angles at all... as they're suject to different writing conventions, and will fail sometimes. You can look at 'gimbal lock' if you want details about that.
Simply a slerp or lerp (standing for spherical linear interpolation, or linear interpolation respectively) is a way to interpolate (go from one orientation to another, by increasing t from 0 to 1, in a coroutine or anywhere else) between orientation A and B. The difference between the two is that the slerp is giving you the shortest path from A to B.
In the end, when t = 1, lerp(A,B,t) and slerp(A,B,t) will give you B.
In your case, if you want to instantly rotate an object in space to a specific orientation, I suggest you use Quaternion.AngleAxis which is the most forward way to describe mathematically a quaternion.
If you want to add a rotation, say 90° to you actual orientation (without animation between the two), you can do something like this :
transform.rotation *= Quaternion.AngleAxis(axis_of_rotation, angle)
or use transform.rotate (depending on the parameters, it can be a right multiply, or left : local, or world transform).
Programmers' answer is detailling how to animate your transform. But I do suggest you to investigate quaternion themselves, as it will give you global understanding of space transforms.

Camera flip problem

I'm programming a game in C# using the XNA3.1 engine. However I'm having a small issue with my camera, basically my camera tends to "flip" when it rotates more than 180 degrees on its roll (when the camera reaches 180 degrees, it seems to flip back to 0 degrees). The code for obtaining the view matrix is as follows:
Globals.g_GameProcessingInfo.camera.viewMat = Matrix.CreateLookAt(Globals.g_GameProcessingInfo.camera.target.pos, Globals.g_GameProcessingInfo.camera.LookAt, up); //Calculate the view matrix
The Globals.g_GameProcessingInfo.camera.LookAt variable the position 1 unit directly in front of the camera, relative to the rotation of the camera, and the "up" variable is obtained with the following function:
static Vector3 GetUp() //Get the up Vector of the camera
{
Vector3 up = Vector3.Zero;
Quaternion quat = Quaternion.Identity;
Quaternion.CreateFromYawPitchRoll(Globals.g_GameProcessingInfo.camera.target.rot.Y, Globals.g_GameProcessingInfo.camera.target.rot.X, Globals.g_GameProcessingInfo.camera.target.rot.Z, out quat);
up.X = 2 * quat.X * quat.Y - 2 * quat.W * quat.Z; //Set the up x-value based on the orientation of the camera
up.Y = 1 - 2 * quat.X * quat.Z - 2 * quat.Z * quat.Z; //Set the up y-value based on the orientation of the camera
up.Z = 2 * quat.Z * quat.Y + 2 * quat.W * quat.X; //Set the up z-value based on the orientation of the camera
return up; //Return the up Vector3
}
I got same problems in OpenGL with gluLookAt. I fixed that problem with my own camera class:
void Camera::ComputeVectors()
{
Matrix4x4 rotX, rotZ;
Quaternion q_x, q_y, q_z;
Quaternion q_yx, q_yz;
q_x.FromAngleAxis(radians.x, startAxisX);
q_y.FromAngleAxis(radians.y, startAxisY);
q_z.FromAngleAxis(radians.z, startAxisZ);
q_yx = q_y * q_x;
q_yx.ToMatrix(rotZ);
q_yz = q_y * q_z;
q_yz.ToMatrix(rotX);
axisX = startAxisX;
axisZ = startAxisZ;
axisX.Transform(rotX);
axisZ.Transform(rotZ);
axisY = axisX.Cross(axisZ);
position = startPosition;
position -= center;
position.Transform(q_yx);
position += center;
}
It is maybe overcomplicated, but working. axisY is your up vector.
Full code listing is at:
http://github.com/filipkunc/opengl-editor-cocoa/blob/master/PureCpp/MathCore/Camera.cpp
Hope it helps.
This is probably slower but the only way I know to do with would be the with the rotation matrix for 3D. Wikipedia Link
Where
and U = (Camera.position - Camera.lookat).norm
... Now, I believe that would give you the rotation part of the view matrix. However, I'm not 100% on it. I'm still looking into this though.
meh was hoping to see a tan in there somewhere.
can you link to where you got your equation from please?
(am at work and really don;t want to sit down myself and derive it)
how are you setting your camera rotation? are you sure nothing is going on there?
I'm a bit unsure about the math in your GetUp method. Could you elaborate on the math behind it?
In my lookat camera I initialize my up-vector once and then rotate that vector using a quaternion. This removes the possibility of trying to do a cross-product on parallel vectors in order to calculate the up vector.
Some semicode to clarify perhaps:
var up = Vector3.Up;
var target = <some point in space>;
var rotation = <current rotation quaternion>;
var forward = target - position;
forward = Vector3.Transform(forward, rotation);
var updatedPosition = target - forward;
var updatedUp = Vector3.Transform(up, rotation);
var view = Matrix.CreateLookAt(updatedPosition, target, updatedUp);
Since I wasn't satisfied with the answers here already, I had to figure this out myself.
What I discovered is it's actually quite simple. Just do this:
Matrix ypr = Matrix.CreateFromYawPitchRoll(yaw, pitch, roll);
Vector3 up = Vector3.Transform(Vector3.Up, ypr);
"up" is the direction you want.

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