Instead of doing angle.x/y/z += value you need to instead compute a rotation
matrix and then multiply it with the current angle and set that to the new
angle.

Chris

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Grash
Sent: Friday, February 27, 2009 4:28 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Flight controls problem


My students are asking...
Where would I apply this matrix translation? Im currently just using
setabsangle(qangle)


--- On Fri, 2/27/09, Julian Moschüring <[email protected]> wrote:

From: Julian Moschüring <[email protected]>
Subject: Re: [hlcoders] Flight controls problem
To: "Discussion of Half-Life Programming" <[email protected]>
Date: Friday, February 27, 2009, 4:11 PM

http://en.wikipedia.org/wiki/Gimbal_lock

Garry Newman schrieb:
> Rotate using a Matrix
> garry
>
> On Fri, Feb 27, 2009 at 8:23 PM, Grash <[email protected]> wrote:
>
>   
>> They've been trying to figure this out for the past 3 weeks. What's the
>> best way to tackle this problem?
>>
>> - Grash
>>
>> --- On Fri, 2/27/09, Christopher Harris <[email protected]> wrote:
>>
>> From: Christopher Harris <[email protected]>
>> Subject: Re: [hlcoders] Flight controls problem
>> To: "'Discussion of Half-Life Programming'" <
>> [email protected]>
>> Date: Friday, February 27, 2009, 3:05 PM
>>
>> I think that the more rolled toward 90 degrees on side you are the more
yaw
>> will need to adjusted versus pitch since to the game each axis of the
angle
>> is independent of each other.
>>
>> Chris
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of Grash
>> Sent: Friday, February 27, 2009 1:58 PM
>> To: Discussion of Half-Life Programming
>> Subject: [hlcoders] Flight controls problem
>>
>>
>> One of my students is writing this email out about a problem they are
>> having. Any help would be greatly appreciated.
>>
>> "We are looking to replace the player with an aircraft model. We changed
>> the
>> mouse controls to affect the pitch and roll, rather then the pitch and
yaw.
>> the mousex is affecting the roll and the mousey is affecting the
>> pitch(which
>> hasn't changed) for some reason when we roll the player lets say 90
degrees
>> on its side. when we change the pitch, the player model is not pivoting
>> right. the pitch will still have the player look to the sky rather then
>> rotating sidewards. The 90 degree change on the roll should be affecting
>> the
>> pitch, but it is not. This is an example of the code we are using.
>>
>>
>> QAngle angle = GetAbsAngle();
>>
>> angle.z+=1;
>>
>> SetAbsAngle(angle);
>> "
>>
>>
>>
>>
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>>
>>
>>
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>>     
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