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

Reply via email to