This actually will work in Source, as the input/view stuff is basically identical: http://articles.thewavelength.net/269/ -Tony
On Fri, Mar 2, 2012 at 5:09 AM, Craig Louie <craiglo...@gmail.com> wrote: > Thanks Joel! I'll also try out your method when I get home. I'll keep > everyone posted on my results. > > Thanks! > > > > On Thu, Mar 1, 2012 at 11:12 AM, Joel R. <joelru...@gmail.com> wrote: > >> Quaternion.h >> http://pastebin.com/hxTBab3T >> >> Quaternion.cpp >> http://pastebin.com/2WizAewD >> >> Quaternion Rotation Formulas (Yaw/Pitch/Roll) >> http://pastebin.com/BHRvcbCG >> >> I got most of the quaternion stuff from Ogre engine and converted to work >> on Source Engine. The functions you will be interested in using are >> FromRotationMatrix, ToRotationMatrix, AxisAngle, ToAxisAngle, >> GetRotationTo, ToAxes, Slerp, GetAngles, GetMatrix >> >> So basically you'll do what's below: (this is psuedocode, function names >> are not exact!) >> >> >> Quat current, target; >> current.FromRotationMatrix( ent->EntityWorldTransform() ); >> >> target = current; >> target = yaw( target, 10 ); //10 degrees to the right, this function is >> not part of Quat class for some reason >> >> current = Slerp( current, target, 0.2 ); //This is only 20%, you'll need >> to calculate the angle difference between current/target, and then move >> based on your angles per second speed. >> >> matrix3x4_t newRot; >> current.ToRotationMatrix( newRot ); >> ent->SetWorldTransform( newRot ); >> >> >> >> Enjoy! >> >> >> >> >> >> >> On Thu, Mar 1, 2012 at 12:46 PM, Joel R. <joelru...@gmail.com> wrote: >> >>> The quaternion calculations you're doing are similar to just >>> manipulating the Euler Angles, which cause Gimbal Lock. >>> >>> The way I did it in my flight simulation is to create a Current >>> Quaternion (from the starting Matrix Transformation when user spawns) and >>> Target Quaternion (where they want to rotate to). I also used some >>> formulas to rotate the quaternion in the individual yaw/pitch/roll >>> orientations, I recommend googling for these formulas. I then used the >>> Slerp formula to animate from the Current quaternion to the Target >>> quaternion. Slerp will avoid Gimbal-Lock entirely, which is very neat. >>> >>> After you do those calculations, just convert the new Current Quaternion >>> into a Matrix Transformation and set the Entity to take that transform. >>> >>> I've used this to control the entity rotation as well as the camera, it >>> allows you to do some pretty nifty tricks. >>> >>> I'll look for the code, if I still have it, and I'll post it here for >>> you. Or if you figure out, please post a video =D >>> >>> Regards, >>> >>> Joel >>> >>> >>> >>> On Thu, Mar 1, 2012 at 11:55 AM, Minh <minh...@telus.net> wrote: >>> >>>> You can try spitting out the results to a file so you can observe the >>>> hitch more closely. >>>> Look for a function called COM_Log >>>> >>>> COM_Log ( "viewangle_hitch.txt", "%.2f %.2f %.2f \n", >>>> viewangles.x, viewangles.y, viewangles.z ); >>>> >>>> On 3/1/2012 3:55 AM, Craig Louie wrote: >>>> >>>> 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* >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>> >>>>> >>>>> >>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please >>>> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>> >>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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