ah .. Thanks!!

On Sat, 18 Dec 2004 17:22:46 -0800, David Byttow <[EMAIL PROTECTED]> wrote:
> 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.
> > >
> > >
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> >
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>
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