Jay,

Do you know if there is a way to have boneposition and angles once
interpolated client side ? I thought calling GetBonePosition in RenderStart
should do the job but it isn't ;-(

J.

2009/4/23 Janek <jan...@gmail.com>

> Wonderfull :-D You did it Jay.
>
> Thank you so much. Have a good day.
>
> J.
>
> First, in GetBonePosition, it is building the matrix
> 2009/4/23 Jay Stelly <j...@valvesoftware.com>
>
> You can't negate an euler parameterization like QAngles to invert it except
>> in special cases (e.g. your QAngle is zero on two axes).
>>
>> matrix3x4_t boneTransform;
>> AngleMatrix( aHitBoxAngles, vHitBoxPos, boneTransform );
>>
>> Then you can VectorRotate() and VectorIRotate() to perform forward /
>> inverse rotations.
>>
>> Jay
>>
>>
>> > -----Original Message-----
>> > From: hlcoders-boun...@list.valvesoftware.com
>> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Janek
>> > Sent: Thursday, April 23, 2009 8:31 AM
>> > To: Discussion of Half-Life Programming
>>  > Subject: Re: [hlcoders] VectorRotate
>> >
>> > 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
>> >
>> >
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> --
> -------------------
> j...@nek
>



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

Reply via email to