I don't have the code in front of me, but, I'd think you would want to convert them into quaternions and then do a simple slerp of 0.5.
On Sat, 18 Dec 2004 17:51:23 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote: > Thanks!! > > Now, I was wondering about what type of operations you can perform on > them, to get certain result. > > For example, if you have two angles, and you want to create a new > angle that's [facing] halfway between the two .. or things like that > in general, can they be achived by simple mathematical operations? > > Any online resources on that? > > On Fri, 17 Dec 2004 18:33:27 -0800, Jay Stelly <[EMAIL PROTECTED]> wrote: > > QAngles represent an euler angle sequence in degrees. They have the > > same convention as Half-Life (and Quake). There are routines in mathlib > > that convert them to/from matrices and basis vectors. Those routines > > should give you a precise specification of the euler sequence, but it's > > the usual pitch, yaw, roll sequence. The first element is pitch, second > > is yaw, third is roll. They were designed to use primarily for simple > > AI - where you mostly just change one of the rotations. Note that the > > axes aren't set up so that angle.x is a rotation around the local x > > axis. (pitch is rotation around y axis, rotation around the x axis is > > roll). QAngle is not a term that's used outside of the Source codebase. > > The name was chosen to describe an euler sequence that uses the > > conventions of Quake. > > > > The RadianEuler type is an x/y/z sequence in radians. So that's a bit > > simpler mathematically. We use those in most of the animation system - > > and a similar representation for angular velocities/impulses in physics > > (AngularImpulse - although it's kept in degrees to make it easy to > > generate from AI code). > > > > The X, Y, Z axes are forward, left, up in an entity's local frame or > > east, north, up in world space. This is a right handed coordinate > > system. > > > > Jay > > > > > -----Original Message----- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of > > > Hasan Aljudy > > > Sent: Friday, December 17, 2004 5:48 PM > > > To: hlcoders > > > Subject: [hlcoders] QAngle arithmetics > > > > > > What mathematical object does QAgnle represent? Is there a > > > good on-line source for the math of these angles? > > > > > > I tried google, but I don't know exactly what I should be > > > looking for .. and searching "qangle" doesn't return much. > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

