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Question by owen.shepherd · Jan 19, 2014 at 04:42 PM · rotationrigidbodyquaternion

how do i compare the angles of a rigid bodies velocity against its transform in one local axis

making a simple gliding game I'm pretty new to coding so I'm trying something simple ;) and i struggle with rotations so...

how would i compare the angle of a transforms rotation against its velocity in a single axis

so far i have this:

 void Update () {
            //get direction of travel rotation
         rotateTowards = Quaternion.LookRotation(rigidbody.velocity);
         //compare angles to transform
         float AngleOfAttack = Quaternion.Angle(transform.rotation, rotateTowards);
     }

but this gives me a value thats not very useful as i need the difference between the transform and the velocity in the transforms local X and Y axis separately so that i can add torques to rotate the rigid body to face the direction of travel

can i do this using vectors instead?

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avatar image owen.shepherd · Jan 21, 2014 at 07:02 AM 0
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ok so still struggling with this…

managed to get the glider to rotate towards the direction of travel using:

 float rotationTarget = Quaternion.LookRotation(rigidbody.velocity);
 float actualSpeed = (rigidbody.velocity.magnitude * speed);
         float step = (actualSpeed) * Time.deltaTime;
         if ((AngleOfAttack > AOARotateTolerence) && (actualSpeed > speedRotateTolerence))
             transform.rotation = Quaternion.RotateTowards(transform.rotation, rotationTarget, step);

but this doesn't give me any usable data like how far off is the direction of travel from the transforms Z axis in angle around x for example

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