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// mDirection is the direction of the character
Vector3 boneDir = getBoneWorldOrientation(mEntity, mHips) * mDirection;
// This is the direction of the crosshair
Vector3 dir = mCameraTrans->_getDerivedDirection();
Quaternion rot = boneDir.getRotationTo(dir);
// The code below has been taken from the sinbad character controller and adapted to pitch, instead of yaw
Real pitchToGoal = rot.getPitch().valueDegrees();
Real pitchAtSpeed = pitchToGoal / Ogre::Math::Abs(pitchToGoal) * timeSinceLastUpdate * 100.0f;
if (pitchToGoal < 0) pitchToGoal = std::min<Real>(0, std::max<Real>(pitchToGoal, pitchAtSpeed)); //yawToGoal = Math::Clamp<Real>(yawToGoal, yawAtSpeed, 0);
else if (pitchToGoal > 0) pitchToGoal = std::max<Real>(0, std::min<Real>(pitchToGoal, pitchAtSpeed)); //yawToGoal = Math::Clamp<Real>(yawToGoal, 0, yawAtSpeed);
Unfortunately I'm not that good with Vector/Quaternion math, and I get the following bug:
It seems to work properly on +Z, it's shaking a bit on -Z, and it just continues to rotate on +X/-X.
I hope someone can help.
EDIT: I've sorta fixed this, see my second post.
Also, I've mirrored my topic to GameDev.net, you can find the topic here: http://www.gamedev.net/topic/644417-vec ... on-vector/