In order to understand blender python game scripting, I currently try to build a scene in which one can walk around a sphere, using the FPSController structure from this link. For gravity and FPSController orientation I tried to construct a python Controller, which currently looks like this:
def main(): print("Started") controller = bge.logic.getCurrentController() me = controller.owner distance, loc, glob = me.getVectTo((0,0,0)) grav = controller.actuators['Gravity'] strength = me['Gravity'] force = strength*(distance*distance)*glob grav.force = force try: rot = Vector((0,0,-1)).rotation_difference(glob).to_matrix() except Exception as E: print(E) rot = (0,0,0) rotZ = me.orientation me.orientation = rot*rotZ controller.activate(grav) main()
which roughly works until any angle goes over 180 degrees, and looks discontinuous then. I assume this comes from rotation_difference being discontinuous – blender documentation on Math Types & Utilities does not say anything, and I have not thought enough about quaternionic representations yet to see if a continuous map would be possible – and I guess there is a more elegant way to achieve that the local Z orientation is continuously mouse-dependent, while local X and Y orientations depend continuously on some given vector, but how?
The consensus seems to be that you should accomplish such rotations using quaternions.
See this for the api: http://www.blender.org/documentation/249PythonDoc/Mathutils.Quaternion-class.html
See this for an introduction to the maths: http://en.wikipedia.org/wiki/Rotation_formalisms_in_three_dimensions#Quaternions
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