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*
>>>>>
>>>>> _______________________________________________
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>>>>>
>>>>>
>>>>>
>>>>
>>>>
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>>>
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-- 
-Tony
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