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Question by alekid804 · Dec 27, 2020 at 10:51 AM · rotationturret

Help with rotation clamping relative to another object

I'm experimenting with scripting turret-like behavior. I have made it to cope with a moving and rotating mount / vehicle. alt text for the past few hours, I've been trying to somehow retrieve and clamp the Euler angles of these small cubes. This is so I can implement a specific cone of fire - just like real gun turrets.

Since the angles go from 0 to 360 in the manner that they do, the smaller "turrets" spasm around instead of dragging behind.

 public class AnchorScript : MonoBehaviour
 {   
     public Transform anchor;
 
     public bool rotateWithAnchor;
 
     public float minElevation;
     public float maxElevation;
 
     public bool useRelativeTransform;
     public Vector3 relativeFixedPosition;
     public Vector3 relativeFixedRotation;
 
     void Start()
     {
         if (useRelativeTransform)
         {
             //use script values for relative position and rotation
             transform.position = anchor.position + relativeFixedPosition;
             transform.eulerAngles = anchor.eulerAngles + relativeFixedRotation;
         }
         else
         {
             //use the current placement for relative position and rotation
             relativeFixedPosition = transform.position - anchor.position;
             relativeFixedRotation = transform.eulerAngles - anchor.eulerAngles;
         }
         
         if (rotateWithAnchor)
         {
             transform.SetParent(anchor);
         }
     }
 
     //figure out update methods
     void Update()
     {
         if (!rotateWithAnchor)
         {
             Vector3 anchorPosition = anchor.position;
             Vector3 anchorRotation = new Vector3(anchor.rotation.eulerAngles.x, anchor.rotation.eulerAngles.y, anchor.rotation.eulerAngles.z);
 
             //transforms position to be positioned on the surface as it rotates
             Vector3 relativePosition = Quaternion.Euler(anchorRotation) * relativeFixedPosition;
             transform.position = relativePosition + anchorPosition;            
         }
         if (rotateWithAnchor)
         {
             //only works if parented bc of the localeulerangles
             Vector3 rotation = transform.localEulerAngles;
             rotation.x = Mathf.Clamp(rotation.x, minElevation, maxElevation);
             transform.localEulerAngles = rotation;
         }
     }
 }

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