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 > > _______________________________________________ > > 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 > > -- ------------------- j...@nek _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders