Can you really invert the angle like that in 3 Dimensional space? ----- Original Message ----- From: "Janek" <jan...@gmail.com> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> Sent: Thursday, April 23, 2009 5:09 PM Subject: [hlcoders] VectorRotate
> Hi all, > > There is something I don't understand with VectorRotate method. I did the > following test : > > Vector vHitBoxPos; > QAngle aHitBoxAngles; > mstudiobbox_t *pbox = set->pHitbox(j); > if ( !pbox ) > continue; > pPlayer->GetBonePosition( pbox->bone, vHitBoxPos, aHitBoxAngles ); > > Vector vBefore (10,10,10); > Vector vAfter; > VectorRotate( vBefore , aHitBoxAngles, vAfter ); > > Vector vBefore2; > VectorRotate( vAfter, -aHitBoxAngles, vBefore2 ); > > I can see that vBefore2 has nothing to see with vBefore even if I thought > it > should. How can I find back vBefore using vAfter and aHitBoxAngles ? > > Thank you in advance for your help. > > ------------------- > j...@nek > _______________________________________________ > 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