hmm .. I had to do it once, so I converted the vectors into angles, then into quaternions, then did a slerp, then converted them back into vectors. lol
but now that you mention it, I tried to look something up, and I found this in mathlib.h // Rotate a vector around the Z axis (YAW) void VectorYawRotate( const Vector &in, float flYaw, Vector &out) [....] apparently this only works if your plane is the ground. On Wed, 5 Jan 2005 20:14:05 -0500, Jarrett Hawrylak <[EMAIL PROTECTED]> wrote: > If you didn't understand Botman's link, this link has some information > on it and a handy C-function which you can use for your mod > http://astronomy.swin.edu.au/~pbourke/geometry/rotate/ > > > On Wed, 5 Jan 2005 14:26:26 -0600, jeff broome <[EMAIL PROTECTED]> wrote: > > On Wed, 5 Jan 2005 12:16:36 -0800, Trauts <[EMAIL PROTECTED]> wrote: > > > > > how can I rotate a 3D vector along a plane? > > > > Rotate the vector around the normal (vector) of the plane... > > > > http://cadd.web.cern.ch/cadd/cad_geant_int/ddt_long/node14.html > > > > Hurray for complex math! > > > > Jeffrey "botman" Broome > > > > _______________________________________________ > > 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

