Unity3d Smoothly Rotate an object based on a list of Pitch, Roll and Yaw angles



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1















I want to smoothly rotate an object(a plane) based on a list of angles (Pitch, Roll and Yaw) I get from an API call. The reponse object is the Rootresponse below



public class ResponseData

public List<int> x; //roll
public List<int> y; //yaw
public List<int> z; //pitch


public class RootResponse

public ResponseData data;
public string status; //status of the api call



I've tried to loop through the values each frame in the FixedUpdate method using a while loop using the below piece of code. This throws an "ArgumentOutOfRange" exception.



If I use transform.Roatate or Quarternion angle as per the documentation I'm only able to get the final position.



What is the best approach I can opt for in this case?



void FixedUpdate()
if(shouldUpdate) //set to true for a success response from the api call
while(ind < dataLen)
transform.position = Vector3.MoveTowards(new Vector3(batData.x[ind], batData.y[ind], batData.z[ind]), new Vector3(batData.x[ind+1], batData.y[ind + 1], batData.z[ind + 1]), speed * Time.deltaTime);
ind++; //to increment the index every frame












share|improve this question






























    1















    I want to smoothly rotate an object(a plane) based on a list of angles (Pitch, Roll and Yaw) I get from an API call. The reponse object is the Rootresponse below



    public class ResponseData

    public List<int> x; //roll
    public List<int> y; //yaw
    public List<int> z; //pitch


    public class RootResponse

    public ResponseData data;
    public string status; //status of the api call



    I've tried to loop through the values each frame in the FixedUpdate method using a while loop using the below piece of code. This throws an "ArgumentOutOfRange" exception.



    If I use transform.Roatate or Quarternion angle as per the documentation I'm only able to get the final position.



    What is the best approach I can opt for in this case?



    void FixedUpdate()
    if(shouldUpdate) //set to true for a success response from the api call
    while(ind < dataLen)
    transform.position = Vector3.MoveTowards(new Vector3(batData.x[ind], batData.y[ind], batData.z[ind]), new Vector3(batData.x[ind+1], batData.y[ind + 1], batData.z[ind + 1]), speed * Time.deltaTime);
    ind++; //to increment the index every frame












    share|improve this question


























      1












      1








      1








      I want to smoothly rotate an object(a plane) based on a list of angles (Pitch, Roll and Yaw) I get from an API call. The reponse object is the Rootresponse below



      public class ResponseData

      public List<int> x; //roll
      public List<int> y; //yaw
      public List<int> z; //pitch


      public class RootResponse

      public ResponseData data;
      public string status; //status of the api call



      I've tried to loop through the values each frame in the FixedUpdate method using a while loop using the below piece of code. This throws an "ArgumentOutOfRange" exception.



      If I use transform.Roatate or Quarternion angle as per the documentation I'm only able to get the final position.



      What is the best approach I can opt for in this case?



      void FixedUpdate()
      if(shouldUpdate) //set to true for a success response from the api call
      while(ind < dataLen)
      transform.position = Vector3.MoveTowards(new Vector3(batData.x[ind], batData.y[ind], batData.z[ind]), new Vector3(batData.x[ind+1], batData.y[ind + 1], batData.z[ind + 1]), speed * Time.deltaTime);
      ind++; //to increment the index every frame












      share|improve this question
















      I want to smoothly rotate an object(a plane) based on a list of angles (Pitch, Roll and Yaw) I get from an API call. The reponse object is the Rootresponse below



      public class ResponseData

      public List<int> x; //roll
      public List<int> y; //yaw
      public List<int> z; //pitch


      public class RootResponse

      public ResponseData data;
      public string status; //status of the api call



      I've tried to loop through the values each frame in the FixedUpdate method using a while loop using the below piece of code. This throws an "ArgumentOutOfRange" exception.



      If I use transform.Roatate or Quarternion angle as per the documentation I'm only able to get the final position.



      What is the best approach I can opt for in this case?



      void FixedUpdate()
      if(shouldUpdate) //set to true for a success response from the api call
      while(ind < dataLen)
      transform.position = Vector3.MoveTowards(new Vector3(batData.x[ind], batData.y[ind], batData.z[ind]), new Vector3(batData.x[ind+1], batData.y[ind + 1], batData.z[ind + 1]), speed * Time.deltaTime);
      ind++; //to increment the index every frame









      c# unity3d






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      share|improve this question




      share|improve this question








      edited Nov 13 '18 at 23:21









      Ruzihm

      3,72611628




      3,72611628










      asked Nov 13 '18 at 22:35









      Lohit PeesapatiLohit Peesapati

      187




      187






















          1 Answer
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          active

          oldest

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          1














          You (probably) don't want to apply all of the rotations inside the span of one frame regardless of rotational speed.



          Rather, you should keep track of how much you are rotating during the course of working through the queue that frame, and get out of the while loop if you meet that.



          public float maxAngleRotatePerFrame = 5f;

          void FixedUpdate()
          if(shouldUpdate) //set to true for a success response from the api call
          // Keep track of how far we've traveled in this frame.
          float angleTraveledThisFrame = 0f;

          // Rotate until we've rotated as much as we can in a single frame,
          // or we run out of rotations to do.
          while (angleTraveledThisFrame < maxAngleRotatePerFrame && ind < dataLen)
          // Figure out how we want to rotate and how much that is
          Quaternion curRot = transform.rotation;
          Quaternion goalRot = Quaternion.Euler(
          batData.x[ind],
          batData.y[ind],
          batData.z[ind]
          );
          float angleLeftInThisInd = Quaternion.Angle(curRot, goalRot);

          // Rotate as much as we can toward that rotation this frame
          float curAngleRotate = Mathf.Min(
          angleLeftInThisInd,
          maxAngleRotatePerFrame - angleTraveledThisFrame
          );

          transform.rotation = Quaternion.RotateTowards(curRot, goalRot, curAngleRotate);

          // Update how much we've rotated already. This determines
          // if we get to go through the while loop again.
          angleTraveledThisFrame += curAngleRotate;

          if (angleTraveledThisFrame < maxAngleRotatePerFrame )
          // If we have more rotating to do this frame,
          // increment the index.
          ind++;

          if (ind==dataLen)
          // If you need to do anything when you run out of rotations,
          // you can do it here.










          share|improve this answer

























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            1 Answer
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            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            1














            You (probably) don't want to apply all of the rotations inside the span of one frame regardless of rotational speed.



            Rather, you should keep track of how much you are rotating during the course of working through the queue that frame, and get out of the while loop if you meet that.



            public float maxAngleRotatePerFrame = 5f;

            void FixedUpdate()
            if(shouldUpdate) //set to true for a success response from the api call
            // Keep track of how far we've traveled in this frame.
            float angleTraveledThisFrame = 0f;

            // Rotate until we've rotated as much as we can in a single frame,
            // or we run out of rotations to do.
            while (angleTraveledThisFrame < maxAngleRotatePerFrame && ind < dataLen)
            // Figure out how we want to rotate and how much that is
            Quaternion curRot = transform.rotation;
            Quaternion goalRot = Quaternion.Euler(
            batData.x[ind],
            batData.y[ind],
            batData.z[ind]
            );
            float angleLeftInThisInd = Quaternion.Angle(curRot, goalRot);

            // Rotate as much as we can toward that rotation this frame
            float curAngleRotate = Mathf.Min(
            angleLeftInThisInd,
            maxAngleRotatePerFrame - angleTraveledThisFrame
            );

            transform.rotation = Quaternion.RotateTowards(curRot, goalRot, curAngleRotate);

            // Update how much we've rotated already. This determines
            // if we get to go through the while loop again.
            angleTraveledThisFrame += curAngleRotate;

            if (angleTraveledThisFrame < maxAngleRotatePerFrame )
            // If we have more rotating to do this frame,
            // increment the index.
            ind++;

            if (ind==dataLen)
            // If you need to do anything when you run out of rotations,
            // you can do it here.










            share|improve this answer





























              1














              You (probably) don't want to apply all of the rotations inside the span of one frame regardless of rotational speed.



              Rather, you should keep track of how much you are rotating during the course of working through the queue that frame, and get out of the while loop if you meet that.



              public float maxAngleRotatePerFrame = 5f;

              void FixedUpdate()
              if(shouldUpdate) //set to true for a success response from the api call
              // Keep track of how far we've traveled in this frame.
              float angleTraveledThisFrame = 0f;

              // Rotate until we've rotated as much as we can in a single frame,
              // or we run out of rotations to do.
              while (angleTraveledThisFrame < maxAngleRotatePerFrame && ind < dataLen)
              // Figure out how we want to rotate and how much that is
              Quaternion curRot = transform.rotation;
              Quaternion goalRot = Quaternion.Euler(
              batData.x[ind],
              batData.y[ind],
              batData.z[ind]
              );
              float angleLeftInThisInd = Quaternion.Angle(curRot, goalRot);

              // Rotate as much as we can toward that rotation this frame
              float curAngleRotate = Mathf.Min(
              angleLeftInThisInd,
              maxAngleRotatePerFrame - angleTraveledThisFrame
              );

              transform.rotation = Quaternion.RotateTowards(curRot, goalRot, curAngleRotate);

              // Update how much we've rotated already. This determines
              // if we get to go through the while loop again.
              angleTraveledThisFrame += curAngleRotate;

              if (angleTraveledThisFrame < maxAngleRotatePerFrame )
              // If we have more rotating to do this frame,
              // increment the index.
              ind++;

              if (ind==dataLen)
              // If you need to do anything when you run out of rotations,
              // you can do it here.










              share|improve this answer



























                1












                1








                1







                You (probably) don't want to apply all of the rotations inside the span of one frame regardless of rotational speed.



                Rather, you should keep track of how much you are rotating during the course of working through the queue that frame, and get out of the while loop if you meet that.



                public float maxAngleRotatePerFrame = 5f;

                void FixedUpdate()
                if(shouldUpdate) //set to true for a success response from the api call
                // Keep track of how far we've traveled in this frame.
                float angleTraveledThisFrame = 0f;

                // Rotate until we've rotated as much as we can in a single frame,
                // or we run out of rotations to do.
                while (angleTraveledThisFrame < maxAngleRotatePerFrame && ind < dataLen)
                // Figure out how we want to rotate and how much that is
                Quaternion curRot = transform.rotation;
                Quaternion goalRot = Quaternion.Euler(
                batData.x[ind],
                batData.y[ind],
                batData.z[ind]
                );
                float angleLeftInThisInd = Quaternion.Angle(curRot, goalRot);

                // Rotate as much as we can toward that rotation this frame
                float curAngleRotate = Mathf.Min(
                angleLeftInThisInd,
                maxAngleRotatePerFrame - angleTraveledThisFrame
                );

                transform.rotation = Quaternion.RotateTowards(curRot, goalRot, curAngleRotate);

                // Update how much we've rotated already. This determines
                // if we get to go through the while loop again.
                angleTraveledThisFrame += curAngleRotate;

                if (angleTraveledThisFrame < maxAngleRotatePerFrame )
                // If we have more rotating to do this frame,
                // increment the index.
                ind++;

                if (ind==dataLen)
                // If you need to do anything when you run out of rotations,
                // you can do it here.










                share|improve this answer















                You (probably) don't want to apply all of the rotations inside the span of one frame regardless of rotational speed.



                Rather, you should keep track of how much you are rotating during the course of working through the queue that frame, and get out of the while loop if you meet that.



                public float maxAngleRotatePerFrame = 5f;

                void FixedUpdate()
                if(shouldUpdate) //set to true for a success response from the api call
                // Keep track of how far we've traveled in this frame.
                float angleTraveledThisFrame = 0f;

                // Rotate until we've rotated as much as we can in a single frame,
                // or we run out of rotations to do.
                while (angleTraveledThisFrame < maxAngleRotatePerFrame && ind < dataLen)
                // Figure out how we want to rotate and how much that is
                Quaternion curRot = transform.rotation;
                Quaternion goalRot = Quaternion.Euler(
                batData.x[ind],
                batData.y[ind],
                batData.z[ind]
                );
                float angleLeftInThisInd = Quaternion.Angle(curRot, goalRot);

                // Rotate as much as we can toward that rotation this frame
                float curAngleRotate = Mathf.Min(
                angleLeftInThisInd,
                maxAngleRotatePerFrame - angleTraveledThisFrame
                );

                transform.rotation = Quaternion.RotateTowards(curRot, goalRot, curAngleRotate);

                // Update how much we've rotated already. This determines
                // if we get to go through the while loop again.
                angleTraveledThisFrame += curAngleRotate;

                if (angleTraveledThisFrame < maxAngleRotatePerFrame )
                // If we have more rotating to do this frame,
                // increment the index.
                ind++;

                if (ind==dataLen)
                // If you need to do anything when you run out of rotations,
                // you can do it here.











                share|improve this answer














                share|improve this answer



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                edited Nov 13 '18 at 23:26

























                answered Nov 13 '18 at 23:20









                RuzihmRuzihm

                3,72611628




                3,72611628





























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