I'm creating a 3d game using away3d and awayphysics.
I've created a rotation formula that will rotate my model with a "smooth factor".
private var chRotation:Number = 0;
public override function update(delta:uint):void
{
if(target){
var smooth:Number = 0.95;
var tp:Vector3D = target.ghostObject.position;
var cp:Vector3D = entity.ghostObject.position;
var targetAngle:Number = -((180 / Math.PI) * Math.atan2(cp.z - tp.z, cp.x - tp.x));
if(oldTgRotation - targetAngle != 0){
if((oldTgRotation - targetAngle) > 300){
chRotation = -180;
}else if((oldTgRotation - targetAngle) < -300){
chRotation = 180;
}
}
chRotation += (targetAngle + (chRotation - targetAngle) * (smooth - (delta / 800))) - chRotation;
entity.ghostObject.rotation = new Vector3D(0, chRotation, 0);
oldTgRotation = targetAngle;
}
}
this works partly, it works until the mesh rotates from -180 to 180 cus the code will then rotate the mesh backwards, so: -180 -90 0 90 180
It should go from -180 to 180 forward. but how?
Edit: I've added kind of a solution but this still isn't perfect:
if(oldTgRotation - targetAngle != 0){
if((oldTgRotation - targetAngle) > 300){
chRotation = -180;
}else if((oldTgRotation - targetAngle) < -300){
chRotation = 180;
}
}
Ok, so to fix this problem I've added a boolean switch:
private var chRotation:Number = 0;
private var switchf:Boolean = false;
private var switchb:Boolean = false;
public override function update(delta:uint):void
{
if(target){
var smooth:Number = 0.95;
var tp:Vector3D = target.ghostObject.position;
var cp:Vector3D = entity.ghostObject.position;
var targetAngle:Number = -((180 / Math.PI) * Math.atan2(cp.z - tp.z, cp.x - tp.x));
if(oldTgRotation - targetAngle != 0){
if((oldTgRotation - targetAngle) > 300){
switchf = true;
}else if((oldTgRotation - targetAngle) < -300){
switchb = true;
}
}
if(switchf){
if(chRotation >= 177){
switchf = false;
chRotation = -180;
}else{
targetAngle = 190;
}
}
if(switchb){
if(chRotation <= -177){
switchb = false;
chRotation = 180;
}else{
targetAngle = -190;
}
}
chRotation += (targetAngle + (chRotation - targetAngle) * (smooth - (delta / 800))) - chRotation;
entity.ghostObject.rotation = new Vector3D(0, chRotation, 0);
oldTgRotation = targetAngle;
}
}