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.
> >
> >
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> >
>
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