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
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