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Question by sr3ds · Dec 17, 2015 at 10:46 AM · gyroscopeclamped rotation

Clamping a quaternion slerp on gyro

Hi, I´m trying to clamp the rotation of a gyroscope, but i´m not sure if i´m using the correct logic because i get some strange behaviours instead of the supposed block at the desired point.

i read that i need to work on eulerangles to do that and that´s what i basically tried with no success.

Here is my update, is more ore less everything in, and variables not defined are pretty self explanatory:

 protected void Update()
     {
         if (!gyroEnabled)
             return;
 
         var gyroInput = Input.gyro.attitude;
 
         Quaternion newRotation = Quaternion.Slerp(transform.rotation,
             cameraBase*(ConvertRotation(referanceRotation*gyroInput)*GetRotFix()), lowPassFilterFactor);
 
         var eulerX = newRotation.eulerAngles.x;
         var eulerY = newRotation.eulerAngles.y;
         var eulerZ = newRotation.eulerAngles.z;
 
         eulerX = ClampAngle(eulerX, minPitch, maxPitch);
         eulerY = ClampAngle(eulerY, minYaw, maxYaw);
 
         Vector3 finalRotation = new Vector3(eulerX, eulerY, eulerZ);
         newRotation = Quaternion.Euler(finalRotation);
         transform.rotation = newRotation;
     }

thanks to eveyone in advance.

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