The problem is: He is rotating always to the right…
if the players rotation is at 45°, and he needs to rotate to -45° (315°), he is rotating rightways… instead of the shorter left way…
So i tried for some time now, to ask for the shorter way… But couldn´t find an answer…
I heard of Mathf.DeltaAngle or asking for Mathf.Abs differences… But it´s not working…
// If the return value is positive, then rotate to the left. Else,
// rotate to the right.
float CalcShortestRot(float from, float to)
{
// If from or to is a negative, we have to recalculate them.
// For an example, if from = -45 then from(-45) + 360 = 315.
if(from < 0) {
from += 360;
}
if(to < 0) {
to += 360;
}
// Do not rotate if from == to.
if(from == to ||
from == 0 && to == 360 ||
from == 360 && to == 0)
{
return 0;
}
// Pre-calculate left and right.
float left = (360 - from) + to;
float right = from - to;
// If from < to, re-calculate left and right.
if(from < to) {
if(to > 0) {
left = to - from;
right = (360 - to) + from;
} else {
left = (360 - to) + from;
right = to - from;
}
}
// Determine the shortest direction.
return ((left <= right) ? left : (right * -1));
}
// Call CalcShortestRot and check its return value.
// If CalcShortestRot returns a positive value, then this function
// will return true for left. Else, false for right.
bool CalcShortestRotDirection(float from, float to)
{
// If the value is positive, return true (left).
if(CalcShortestRot(from, to) >= 0) {
return true;
}
return false; // right
}
Example:
void Update()
{
// The turn direction should be right.
Debug.Log("Turn direction: " + (CalcShortestRotDirection(45, -45) ? "Left" : "Right"));
// Turn -90.
Debug.Log("Turn value: " + CalcShortestRot(45, -45));
// The turn direction should be left.
Debug.Log("Turn direction: " + (CalcShortestRotDirection(45, 90) ? "Left" : "Right"));
// Turn +45.
Debug.Log("Turn value: " + CalcShortestRot(45, 90));
}
Both Mathf.Lerp() and Vector3.Lerp() are literal, so you have to give it values that make the code rotate the way you want. Let me start with a quick patch to your code:
void Rotate_to(){
rotate_t += Time.deltaTime * RotateSpeed;
float f = PlayHolder.transform.eulerAngles.y;
if (f > 180.0f)
f -= 360.0f;
PlayerHolder.transform.eulerAngles = new Vector3(0, Mathf.Lerp(f, new_direction, rotate_t), 0);
}
The code takes the eulerAngles.y value and normalized it to -180 to 180, so now a -45 will rotate in the correct direction. But reading eulerAngles has issues. As long as the X and Z rotation is 0, your code should work fine. But if you start combining this rotation with an X and Z rotations, then you may run into serious issues. The problem is that eulerAngles is derived from Transform.rotation (a Quaternion) and the values output may not stay in the expected representation. Assuming this is the only code changing the rotation of the object, a safer method would be to maintain your own Vector3 and treat eulerAngles as write only. So at the top of the class you declare:
You can use myRotation.y because it will always be in the representation you set it to. So if you use -180 to 180, those are the values you will read back. On the other hand, if you set eulerAngles to -45, you are going to get 315 back.