This is the question I am thinking about. Sounds like the answer is no. I'm
trying to determine which transformation of the angles I have to do. If
somebody knows, I get it :)

2009/4/23 Jonas 'Sortie' Termansen <hlcod...@maxsi.dk>

> 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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> >
>
>
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>


-- 
-------------------
j...@nek
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