|
I am trying to set up a character which faces a particular forward direction and its up direction is direction is based on the normal of the mesh it's standing on. So I do something like; transform.up = raycastHitInfo.WorldNormal; transform.forward = LookDirection; The problem is that I can't seem to set both components simultaneously and get a desired result. What I'm trying to do is set transform.right as a cross product between up and forward, transform.right = Vector3.Cross(FloorNormal, ForwardLookDirection); But the results I'm getting aren't very good for some surfaces which are angled at more than a single axis (see here: http://i.imgur.com/TQpYU.png) Any ideas for how I can do what I'm trying to?
(comments are locked)
|
|
The two vectors you're cross-producting aren't necessarily at right angles, which will give you a skewed matrix. Try this:
This guarantees you an orthogonal matrix. But you'll get nasty snaps as you cross polygon boundaries (and the normal changes suddenly), so you may want to store this as a target matrix and seek the actual matrix towards it to smooth those transitions. There's no point in creating a matrix, because you can't assign it.
Jun 09 '12 at 03:06 PM
Jessy
Ah, you're right. Sorry, thinking of my C++ toolset at work. I have solved a very similar problem in Unity, but I think I did use a quat as you suggested.
Jun 09 '12 at 03:37 PM
Winterblood
(comments are locked)
|
|
To elaborate on Jessy's fine reply, as you mentioned, you have to set LookAt and LookRotation take a 2nd optional parm, as the up: Another cute trick is you can compute the smallest rotation between two vectors and apply that to your current rotation. "face this way" ignores your current rotation, but "tilt from where I am now to this new facing" respects your current orientation: The uncommented line results in a local space rotation. The commented RotTo (not a good variable name) is a world space rotation.
Jun 09 '12 at 03:38 PM
Jessy
(comments are locked)
|
|
Have you tried using Quaternion.LookRotation? http://unity3d.com/support/documentation/ScriptReference/Quaternion.LookRotation.html You pass that method a direction the object will face with it's z-axis and an up-vector which will determine the rotation of the object around that direction. This will give you a Quaternion you can assign to transform.rotation. So in your case that would look like this: What was wrong with this? Sure,
Jun 09 '12 at 03:11 PM
Owen Reynolds
:-| Thumbs down is for not reading the other answers first.
Jun 09 '12 at 03:28 PM
Jessy
(comments are locked)
|
