Thanks for the reply Saul. I hadn't thought of disabling prediction. I just
gave it a shot. I changed to "engine->ClientCmd( "cl_predict 0" );" in
cdll_client_int.cpp. With another test, the unsmooth rotation when looking
straight up/down still occurs.

My main theories at this point:
1) Something is occurring in VectorAngles(vec_for_out, vec_up_out,
viewangles) to cause this. VectorAngles() might not produce straight
up/down Euler angles properly - choking because of aliasing perhaps? This
is a big guess because I don't know the inner workings of VectorAngles().
2) There is some code somewhere else that is conflicting with the full,
unclamped rotation I've implemented. I've tried to remove all instances of
pitch clamping, for example. But I may have missed something. Also, it's
possible mouse rotation is somehow conflicting with my changes to joystick
rotation.

Here's a video of the issue I'm seeing. It happens a few times in the
video. You'll see it happen the first time at about 11 seconds in when the
text on the floor twists/shakes.
http://www.youtube.com/watch?v=PLN641Qsn08

Thanks!



On Wed, Feb 29, 2012 at 11:34 PM, Saul Rennison <saul.renni...@gmail.com>wrote:

> The hitching is most likely something trying to revert your angle changes
> (I.e. in prediction). Have you tried disabling prediction?
>
>
> On Thursday, March 1, 2012, Craig Louie wrote:
>
>> 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!
>>
>>
>>
>
> --
>
>
> Kind regards,
> *Saul Rennison*
>
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