Limit rotation angle

by Hector   Last Updated October 09, 2019 13:13 PM - source

I am currently trying to rotate the weapons of a spaceship towards the mouse position, but in order to avoid the collision of projectiles with the ship I want to limit the angle the weapon can turn.

I've tried doing this:

    Vector3 mousePos = Input.mousePosition;
    float range = 100.0f;
    float rotStep = 0.1f;

    Vector3 positionOnScreen = Camera.main.ScreenToWorldPoint(mousePos + Vector3.forward * range);

    Vector3 targetDir = positionOnScreen - transform.position;
    Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, rotStep * Time.deltaTime, 0.0f);

    Quaternion lookRot = Quaternion.LookRotation(newDir);

    float xAngle = lookRot.eulerAngles.x;
    if (xAngle > 10 && xAngle <= 180)
    {
        xAngle = 10;
    }
    else if (xAngle < 350 && xAngle > 180)
    {
        xAngle = 350;
    }

    float yAngle = lookRot.eulerAngles.y;
    if (yAngle > 10 && yAngle <= 180)
    {
        yAngle = 10;
    }
    else if (yAngle < 350 && yAngle > 180)
    {
        yAngle = 350;
    }

    float zAngle = lookRot.eulerAngles.z;
    if (zAngle > 10 && zAngle <= 180)
    {
        zAngle = 10;
    }
    else if (zAngle < 350 && zAngle > 180)
    {
        zAngle = 350;
    }

    lookRot.eulerAngles =new Vector3(xAngle, yAngle, zAngle);
    transform.rotation = lookRot;

The problem here is that I don't know how to limit the rotation angle since it's not the same depending on the ship rotation (for example if it's (0, 0 , 0) or (-90, -90, -90)). I've tried using transform.localRotation too, but still happens the same. Do you how could I limit the rotation regardless of the ship rotation?

Tags : unity rotation


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