http://www.youtube.com/watch?v=5y6a_oFtNiI
On Thu, Mar 1, 2012 at 10:35 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote: > 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 > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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