Reputation: 2117
I have steering wheel that is controlled by physical daydream controller(it works similar to wii controller). I use this code to do it:
void Update() {
transform.localRotation = GvrController.Orientation;
transform.localRotation = new Quaternion(0.0f, 0.0f, -transform.localRotation.y, transform.localRotation.w);
}
I need to mess with axis, beacause default position of the controller isn't good for a steering wheel.
But in 3-axis angle between maximum rotation to the left and to the right is 180 degrees. In this range everything is fine, but if I rotate a little bit more this values change to negative and everything is messed up. What can i do to allow the player to rotate only in this range(0 - 180 on z axis of 3-axis rotation)?
EDIT: The main problem is that the values of rotation after crossing 0 or 180 change to negative values, which are the same for both, but in different order. After crossing 0 it s form -1 to -180 and and for 180 its -180 to -1.
Upvotes: 4
Views: 2856
Reputation: 3789
Firstly, we need a value that we can actually clamp. We'll get that from the eulerAngles.z field (as a typical onscreen wheel rotates about z - you might need to change that to some other field depending on the controller):
void Update() {
// Get the angle:
float angle = GvrController.Orientation.eulerAngles.z;
// The magic - clamp it:
if(angle < -180f){
angle = -180f;
}
else if(angle > 180f){
angle = 180f;
}
// Apply it as a new rotation:
transform.localRotation = Quaternion.Euler(0f,0f,angle);
}
Upvotes: 3
Reputation: 2117
If anyone wonders I found a solution, based on a script from Luke's answer. I realized that the values that change to negative are fine, only thing wrong with them is that they are negative. So this is the working script:
transform.localRotation = GvrController.Orientation;
float angle = -transform.localRotation.y;
if (angle < 0.0f) {
angle = Mathf.Abs(angle);
}
transform.localRotation = new Quaternion(0.0f, 0.0f, angle, transform.localRotation.w);
Upvotes: 1
Reputation: 11916
Try this:
if (transform.eulerAngles.z > 180)
transform.eulerAngles = new Vector3(transform.eulerAngles.y, transform.eulerAngles.y, 180);
else if (transform.eulerAngles.z < 0)
transform.eulerAngles = new Vector3(transform.eulerAngles.y, transform.eulerAngles.y, 0);
Upvotes: 2
Reputation: 115
Try this:
If (transform.rotation > 180)
transforn.rotation = 180;
Upvotes: -4