Hello Coders,

I'm trying to create a space flight combat game with the Source SDK.
Currently, I am trying to achieve rotation around the player's local axes
for airplane-like pitch, yaw and roll. Below is the code I'm using to try
to implement full 3D rotation. I'm running into a problem where the
player's view twists and hitches unsmoothly when the player looks straight
up or straight down. I think this may be because of the inherent problem of
aliasing/Gimbal-lock when using Euler angles. Any advise?

//#########################################
//Take the Euler angles for the player's orientation (viewangles) and
convert them to vectors.
Vector vec_for, vec_rt, vec_up, vec_for_out, vec_rt_out, vec_up_out;
AngleVectors(viewangles, &vec_for, &vec_rt, &vec_up);

//Take the resulting vectors and the desired rotation amounts and convert
them to Quaternions.
Quaternion turn_q, look_q, roll_q;
// NOTE: Assumes axis is a unit vector, non-unit vectors will bias the
resulting rotation angle (but not the axis)
VectorNormalize(vec_up);
AxisAngleQuaternion(vec_up, turn_angle, turn_q);

VectorNormalize(vec_rt);
AxisAngleQuaternion(vec_rt, look_angle, look_q);

VectorNormalize(vec_for);
AxisAngleQuaternion(vec_for, roll_angle, roll_q);

//Convert the quaternions to matrices.
matrix3x4_t xform0, xform1, xform2;
QuaternionMatrix(turn_q, xform0);
QuaternionMatrix(look_q, xform1);
QuaternionMatrix(roll_q, xform2);

//Combine matrices.
matrix3x4_t xformA, xformB;
MatrixMultiply(xform0, xform1, xformA);
MatrixMultiply(xformA, xform2, xformB);

//Rotate the vectors with our combined rotation matrix.
VectorRotate(vec_for, xformB, vec_for_out);
VectorRotate(vec_rt, xformB, vec_rt_out);
VectorRotate(vec_up, xformB, vec_up_out);

//Determine the new viewangles based on our rotated vectors.
VectorAngles(vec_for_out, vec_up_out, viewangles);
//#########################################

I put this code into in_joystick.cpp in the JoyStickMove( float frametime,
CUserCmd *cmd ) function.


Thanks!
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