The code for this is already in the client .dll, search for: void InterpolateAngles( const QAngle& start, const QAngle& end, QAngle& output, float frac )
Yahn -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Byttow Sent: Saturday, December 18, 2004 5:23 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] QAngle arithmetics 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

