I have a 3D object with rotation r1 in a quaternion form.
I rotate it with local euler angles:
transform.Rotate(new Vector3(0f, 15f, 0f), relativeTo: Space.Self); // right
transform.Rotate(new Vector3(-10f, -5f, 0f), relativeTo: Space.Self); // left up
transform.Rotate(new Vector3(0f, 0f, 90f), relativeTo: Space.Self); // 90 clockwise
Now I have rotation r2. How can I retrieve the local Y rotation sum 15-5+0=10 if I don't know what angles have been applied? It may be impossible to get exactly that value (10) but you've got my idea. May be I can just get Y diff in the local r2 space?
One possible solution I found:
(r2 * Quaternion.Inverse(r1)).eulerAngles.Y
I am still convinced that transform matrices will be much better approach for you
As mentioned in previous question Euler angles are not the best for your purpose and only mess thing up for you but anyway what about this:
P0=(0,0,0)
P1=(1,0,0) // or (0,0,1) y=0 !!!
A0=r2_localtoglobal(P0)
A1=r2_localtoglobal(P1)
B0=r2r1_localtoglobal(P0)
B1=r2r1_localtoglobal(P1)
A=A1-A0 // local r2 X axis direction in GCS (without r1)
B=B1-B0 // local r2r1 X axis direction in GCS (with r1)
angle=-acos((A.B)/(|A|.|B|)) // angle between A,B (but inverted because you wanted local angle)
I assume r1 is ship and r2 is radar
[Edit1] after read of your edit from linked question is finally clear what you want
P0=(0,0,0)
P1=(1,0,0) // or (0,0,1) y=0 !!!
A0=r1_globaltolocal(P0)
A1=r1_globaltolocal(P1)
A=A1-A0
angle=atanxy(A.x,A.z)
where r1 is your ship transformation
radar transformation is irelevant to background image
atanxy is atan2(y,x) = atan(y/x) but with sign decomposition so it works on whole < 0,2PI > interval
atan2,atanxy:
const double pi=M_PI;
const double pi2=2.0*M_PI;
double atanxy(double x,double y) // atan2 return < 0 , 2.0*M_PI >
{
int sx,sy;
double a;
const double _zero=1.0e-30;
sx=0; if (x<-_zero) sx=-1; if (x>+_zero) sx=+1;
sy=0; if (y<-_zero) sy=-1; if (y>+_zero) sy=+1;
if ((sy==0)&&(sx==0)) return 0;
if ((sx==0)&&(sy> 0)) return 0.5*pi;
if ((sx==0)&&(sy< 0)) return 1.5*pi;
if ((sy==0)&&(sx> 0)) return 0;
if ((sy==0)&&(sx< 0)) return pi;
a=y/x; if (a<0) a=-a;
a=atan(a);
if ((x>0)&&(y>0)) a=a;
if ((x<0)&&(y>0)) a=pi-a;
if ((x<0)&&(y<0)) a=pi+a;
if ((x>0)&&(y<0)) a=pi2-a;
return a;
}
Related
this is my direction vector
new Vector3(target.transform.position.x - projectile.position.x, 0, target.transform.position.z - projectile.position.z).normalized
I tried multiplying it by Quaternion.AngleAxis(45, Vector3.up) but that simply doesn't work
All other orientations like Vector3.left, right, etc. don't help either
The only thing I could observe is the way that the angle changes when I move the target or projectile
You were close. Use cross product to get the axis you need, use that in AngleAxis, then finally apply that rotation to your starting direction:
Vector3 RotateTowardsUp(Vector3 start, float angle)
{
// if you know start will always be normalized, can skip this step
start.Normalize();
Vector3 axis = Vector3.Cross(start, Vector3.up);
// handle case where start is colinear with up
if (axis == Vector3.zero) axis = Vector3.right;
return Quaternion.AngleAxis(angle, axis) * start;
}
I wrote a algorithm. Its normally working.
Just i can not get right angle of x when y or z changes
float x = Mathf.Atan2(transform.forward.y, transform.forward.z) * Mathf.Rad2Deg
This code is giving the right angle when my object angles are (x,0,0).
But when the y or z change(x,35,46), this code is giving false angle.
By the way i want to get 0-360 angle.
If i get this angle, code will work(i tested it).
So i am trying to get the rotation of x axis 0-360.
But the atan2 is not giving the right value.
Maybe i can use Vector3.Angle but it doesn't work that i want.
I don't ask too many questions in stackoverflow so if you didn't understand please tell me which part didn't you get it?
If I understand you correct you want the objects rotation around the X axis (global or local).
You could probably simply use Transform.eulerAngles something like
var x = transform.eulerAngles.x;
if(x < 0) angle += 360;
Or if you want the local rotation (relative to the parent) Transform.localEulerAngles
var x = transform.localEulerAngles.x;
if(x < 0) angle += 360;
No, I wouldn't figured out
int sign = (transform.forward.y<0) ? 1 : -1;
float x = (Vector3.Angle(transform.position, transform.forward) - 38) * sign * 180 / 100;
This code is just working on 0,90,0 angle
I still can not reach the right angle when the rotation change
I found some code with the combination of Cross,Dot,Angle:
float Angle360(Vector3 v1, Vector3 v2, Vector3 n)
{
float angle = Vector3.Angle(v1,v2);
float sign = Mathf.Sign(Vector3.Dot(n, Vector3.Cross(v1, v2)));
float signed_angle = angle * sign;
return (signed_angle + 180) % 360;
}
This code is not working too
It will be made probably with Vector3.Angle or Dot vs.
How can i find right angle with Vector3.Angle,
The value 38 is changing
Vector3.Angle(transform.position, transform.forward)
This code is showing the angle but when the rotation change it gives false value.
how can i get the angle of x when objects look change.
So this code is giving right when the value is x,0,0.
Mathf.Atan2(transform.forward.y, transform.forward.z) * Mathf.Rad2Deg
I think i am not using Vector3.Angle Correctly
I need to get the x value when the y and z values are different
I can't figure out a way to do this. I have a list of vector2 points and I need all the points which are inside that polygon with a x distance.
So I have a List of Green points and looking for a List of Red points that have a x distance from respective green points.
I am thinking of getting 2 imaginary points, 1 unity towards the previous and next point.
Then moving towards the center of that 2 points by x distance. But then if the inter angle is not 90 then it will move outside of the polygon.
Vector2 me = point; // point
Vector2 next = n_point; // on left
Vector2 previous = p_point; // on right
//Debug.DrawLine(me, (me - next), Color.green);
// 2 points ep1 & ep2
Vector2 center = Vector2.Lerp(ep1,ep2, 0.5f);
Vector2 finalpoint = Vector2.Lerp(me,center,0.1f); //move towards center
I think I am overthinking this. Is there a super-easy way to do this?
Assuming that all the edges are either horizontal or vertical I would simply consider each possible case separately.
Get the direction vectors.
Vector2 from = me - previous;
Vector2 to = next - me;
I also assume that there is always a turn. I.e., if from is horizontal, then to is vertical and vice versa. Either x or y is 0.0f and the other coordinate is not zero.
I also assume that the x-axis points to the right and the y-axis upwards.
Assuming points are listed clock-wise.
float x, y;
if (from.x > 0.0f) { // from points to the right
y = me.y - distance;
if (to.y > 0.0f) x = me.x + distance else x = me.x - distance;
} else if (from.x < 0.0f) { // from points to the left
y = me.y + distance;
if (to.y > 0.0f) x = me.x + distance else x = me.x - distance;
} else if (from.y > 0.0f) { // from points upwards
x = me.x + distance;
if (to.x > 0.0f) y = me.y - distance else y = me.y + distance;
} else { // from.y < 0.0f, points downwards
x = me.x - distance;
if (to.x > 0.0f) y = me.y - distance else y = me.y + distance;
}
Vector2 me_inner = new Vector2(x, y);
I hope I got all the signs right.
There are two methods that spring to mind
Option1:
For each line define a normal, i.e. a perpendicular line pointing outward
Define a normal for each vertex as the average of the normals of the lines the vertex is part of.
Move the vertex X units along the normal.
This is fairly easy to implement, but may have problems with self-intersection for some kinds of geometry.
Option2:
For each line define a normal, i.e. a perpendicular line pointing outward
Move each line-segment X Units along the normal.
for each sequential pair of line segments determine if:
the two line segments intersect, if so, use the intersection point as the vertex. i.e. add the intersection point into your point-list.
If they do not intersect, insert a new line segment between the start and end point of the lines. i.e. Insert both start and end vertex to your point-list.
This should handle self-intersection better, but there might still be problem-cases. And it a bit more cumbersome to implement. It somewhat depend on how exact you need the new line positioned, and well it should handle different kinds of geometry.
I have steering wheel that is controlled by physical daydream controller(it works similar to wii controller). I use this code to do it:
void Update() {
transform.localRotation = GvrController.Orientation;
transform.localRotation = new Quaternion(0.0f, 0.0f, -transform.localRotation.y, transform.localRotation.w);
}
I need to mess with axis, beacause default position of the controller isn't good for a steering wheel.
But in 3-axis angle between maximum rotation to the left and to the right is 180 degrees. In this range everything is fine, but if I rotate a little bit more this values change to negative and everything is messed up. What can i do to allow the player to rotate only in this range(0 - 180 on z axis of 3-axis rotation)?
EDIT: The main problem is that the values of rotation after crossing 0 or 180 change to negative values, which are the same for both, but in different order. After crossing 0 it s form -1 to -180 and and for 180 its -180 to -1.
Firstly, we need a value that we can actually clamp. We'll get that from the eulerAngles.z field (as a typical onscreen wheel rotates about z - you might need to change that to some other field depending on the controller):
void Update() {
// Get the angle:
float angle = GvrController.Orientation.eulerAngles.z;
// The magic - clamp it:
if(angle < -180f){
angle = -180f;
}
else if(angle > 180f){
angle = 180f;
}
// Apply it as a new rotation:
transform.localRotation = Quaternion.Euler(0f,0f,angle);
}
Try this:
if (transform.eulerAngles.z > 180)
transform.eulerAngles = new Vector3(transform.eulerAngles.y, transform.eulerAngles.y, 180);
else if (transform.eulerAngles.z < 0)
transform.eulerAngles = new Vector3(transform.eulerAngles.y, transform.eulerAngles.y, 0);
If anyone wonders I found a solution, based on a script from Luke's answer. I realized that the values that change to negative are fine, only thing wrong with them is that they are negative. So this is the working script:
transform.localRotation = GvrController.Orientation;
float angle = -transform.localRotation.y;
if (angle < 0.0f) {
angle = Mathf.Abs(angle);
}
transform.localRotation = new Quaternion(0.0f, 0.0f, angle, transform.localRotation.w);
Try this:
If (transform.rotation > 180)
transforn.rotation = 180;
Basically what I'm trying to do is shade a 2D heightmap using a very very basic raycasting system that basically just checks if the ray is intercepted before it should be to shade it. However it's not working correctly and I've been banging my head for several hours now on this so I figured it couldn't hurt to turn it over to you guys, because I think it's probably something either so blindingly obvious that I won't see it or so complex that I'll never wrap my head around it.
I have a map like this:
And the raycasting is giving me this (keep in mind it's just debug colors; red is ray interception, but before intended position (so shading), blue would be ray interception in the correct place (so highlights or just as-is), and yellow means that point had no ray interaction at all before the while loop cut-out).
The result should be with red on backfacing slopes and areas behind large mountains (shadows) and blue on sun-facing slopes (highlights). There should not be any yellow. So this image indicates that either all of the rays are hitting the wrong place, or the rays are being intersected ALWAYS somewhere else before they reach their target, which is impossible.
At this point I highly suspect the problem is with my trig.
Here's the Ray class:
class Ray
{
public Vector2 Position;
public Vector2 Direction; // Think in XZ coordinates for these (they are on a perpendicular plane to the heightmap)
// Angle is angle from horizon (I think), and height is height above zero (arbitrary)
public float Angle, Height;
private TerrainUnit[,] Terrainmap;
private float U, V;
public Ray(ref TerrainUnit[,] Terrainmap, float height, float angle)
{
this.Terrainmap = Terrainmap;
this.Angle = angle;
this.Height = this.V = height;
// Create new straight vector
this.Direction = new Vector2(0, 1);
// Rotate it to the values determined by the angle
this.Direction = Vector2.Transform(Direction, Matrix.CreateRotationX(Angle));
//this.Direction = new Vector2((float)Math.Sin(angle), -(float)Math.Cos(angle));
// Find the horizontal distance of the origin-destination triangle
this.U = V / (float)Math.Tan(Angle);
// Bleh just initialize the vector to something
this.Position = new Vector2(U, V);
}
public void CastTo(int x, int y)
{
// Get the height of the target terrain unit
float H = (float)Terrainmap[x, y].Height;
// Find where the ray would have to be to intersect that terrain unit based on its angle and height
Position = new Vector2(x - U, H + V);
float Z = 1000 * (float)Terrainmap[0, y].Height;
// As long as the ray is not below the terrain and not past the destination point
while (Position.Y > Z && Position.X <= x)
{
// If the ray has passed into terrain bounds update Z every step
if (Position.X > 0) Z = 1000 * (float)Terrainmap[(int)Position.X, y].Height;
Position.X += Direction.X;
Position.Y += Direction.Y;
}
Terrainmap[x, y].TypeColor = Color.Yellow;
if ((int)Position.X == x) Terrainmap[x, y].TypeColor = Color.Blue;
else Terrainmap[x, y].TypeColor = Color.Red;
}
}
Also just as a formality, the function that is casting each ray and how I am calling that:
if (lighting) CastSunRays(1f, MathHelper.PiOver4);
private void CastSunRays(float height, float angle)
{
Ray ray = new Ray(ref Terrainmap, height, angle);
for (int x = 0; x < Width; x++)
for (int y = 0; y < Height; y++)
ray.CastTo(x, y);
}
I ended up using a much simpler approach with Bresenham's Line Algorithm to find the intercept point; I imagine it's much faster and more efficient than the way I was trying to do it would have been.
My guess is that when your Direction vector is applied to Position, it oversteps the lower limit (Position.Y > -1) before it has a chance to hit the surface (Position.Y <= Terrainmap[(int)Position.X, y].Height).
You could try to decrease the lower limit, or re-order your if/while tests.
Another problem might be that the Direction Vector is too large in comparison to your height-range. The distance between two neighboring pixels is 1, while the whole range of height differences is contained in the range (-1,1). This gives a very flat surface from the ray-casters point of view. When the Direction vector is applied to the Position vector is takes a relatively small step over the length, and a relatively large step over the height.
#Maltor: I actually wanted to comment your own answer, but due to my reputation am not currently able to.
I also used the bresenham's line approach and decreased calculation time to 1/10!
A running example of that can be viewed at my github project TextureGenerator-Online.
The terrain tool uses this approach.
See function setTerrainShadow() at tex_terrain.js