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Question by Syntax_Error752 · Dec 15, 2013 at 02:33 AM · rotationquaternionvectorclamptest

Clamping or testing an angle between objects.

I am working on a turret and, thus far, both the AI and player control is working; however I need to clamp the elevation angles of the gun. Here is the code I'm using for the gun's elevation (rotation around the Y axis is done elsewhere).

 var firingVector : Vector3 = (parentScript.currentWeaponTarget.transform.position - transform.position);
 xRotation = Quaternion.LookRotation(firingVector, transform.parent.right);
 Rotation = Quaternion.Euler(xRotation.eulerAngles.x, 0, 0);
 gunPipe.transform.localRotation = Quaternion.RotateTowards(gunPipe.transform.localRotation, xRotation, maximumElevationVelocity);

Would there be anyway for me to ether clamp the rotation or create an if statement to test the angle? The latter is my preferred method.

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Answer by Tomer-Barkan · Dec 15, 2013 at 06:57 AM

You just have to limit the rotation according to the max/min angle you want, before you set transform.localRotation. You can do this by using Mathf.Clamp with the minimum/maximum angle. This example limits the rotation to 30 degrees to each direction. Since these is localRotation, the rotation is always relative to the object's parent.

 var maxAngle = 30;

 var firingVector : Vector3 = (parentScript.currentWeaponTarget.transform.position - transform.position);
 xRotation = Quaternion.LookRotation(firingVector, transform.parent.right);
 Rotation = Quaternion.Euler(xRotation.eulerAngles.x, 0, 0);
 gunPipe.transform.localRotation = Mathf.Clamp(Quaternion.RotateTowards(gunPipe.transform.localRotation, xRotation, maximumElevationVelocity), -maxAngle, maxAngle); // clamp angle between -maxAngle and maxAngle.
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