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Question by Griffo · Jan 13, 2013 at 03:39 PM · quaternionlookrotationquaternion.lookrotationrotaion

Limit Rotation

Hi,

What would be the best way to limit this tracking rotation between 0 - 180 degrees ? I've used transform.eulerAngles to get the degrees of the transform and limited it between 0 - 180 but it stays at ether one end or the other.

Thanks.

 function trackTarget(){
 
 // Rotate towards target and track it    
     var targetPoint = target.position;
     var targetRotation = Quaternion.LookRotation (targetPoint - transform.position, Vector3.up);
 
     transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * trackSpeed);
     
     if(distanceToPlayer < attackRange){
     shoot();
     }
 }
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Answer by robertbu · Jan 13, 2013 at 08:32 PM

Angle should be based off target rotation, not the transform rotation.

var angle = targetRotation.eulerAngles.y;

Note the way this code is written, the rotation will stop when the object passes beyond the range even if the Slerp rotation has not fully rotated to the limit.

P.S. How did you embed formatted code into a comment?

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avatar image robertbu · Jan 13, 2013 at 05:51 PM 1
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I'm assu$$anonymous$$g that you are looking in the positive Z direction and you are wanting to allow the player to rotate/look from 90 degrees on the left to 90 degrees on the right. If so, try this:

 var angle = targetRotation.eulerAngles.y;
 
 if (((angle >= 270.0f) && (angle <= 360.0f)) || ((angle >= 0.0f) && (angle <= 90.0f)))
         transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * trackSpeed);

Note I've not verified that Quaternion.eulerAngles() always returns a positive values for x,y,z, so there may be a bit more to assure a positive angle.

avatar image Griffo robertbu · Jan 13, 2013 at 06:08 PM 0
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Hi, Thanks for that, I tried that before but like I said the gun stays there once it's reached the limits, so once you leave the guns range and then come back into it the gun wont track again because its at one of the limits.

avatar image robertbu robertbu · Jan 13, 2013 at 06:12 PM 0
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I tested the above code/logic and it works fine. Perhaps you need to post the not working code.

avatar image Griffo robertbu · Jan 13, 2013 at 06:24 PM 0
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 function trackTarget(){
 
     var targetPoint = target.position;
     var targetRotation = Quaternion.LookRotation (targetPoint - transform.position, Vector3.up);
 
 angle = transform.eulerAngles.y;
 
 if (((angle >= 270.0f) && (angle <= 360.0f)) || ((angle >= 0.0f) && (angle <= 90.0f)))
     transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * trackSpeed);
     
     if(distanceToPlayer < attackRange){
     shoot();
     }
 }
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avatar image Griffo · Jan 13, 2013 at 07:34 PM 0
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That was easy .. ;)

     transform.eulerAngles.y = $$anonymous$$athf.Clamp(transform.eulerAngles.y, 10, 170); 

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