One of my students is writing this email out about a problem they are having.
Any help would be greatly appreciated.
We are looking to replace the player with an aircraft model. We changed the
mouse controls to affect the pitch and roll, rather then the pitch and yaw. the
mousex is affecting
I think that the more rolled toward 90 degrees on side you are the more yaw
will need to adjusted versus pitch since to the game each axis of the angle
is independent of each other.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
They've been trying to figure this out for the past 3 weeks. What's the best
way to tackle this problem?
- Grash
--- On Fri, 2/27/09, Christopher Harris char...@resrchnet.com wrote:
From: Christopher Harris char...@resrchnet.com
Subject: Re: [hlcoders] Flight controls problem
To: 'Discussion
Rotate using a Matrix
garry
On Fri, Feb 27, 2009 at 8:23 PM, Grash mr_gr...@yahoo.com wrote:
They've been trying to figure this out for the past 3 weeks. What's the
best way to tackle this problem?
- Grash
--- On Fri, 2/27/09, Christopher Harris char...@resrchnet.com wrote:
From:
http://en.wikipedia.org/wiki/Gimbal_lock
Garry Newman schrieb:
Rotate using a Matrix
garry
On Fri, Feb 27, 2009 at 8:23 PM, Grash mr_gr...@yahoo.com wrote:
They've been trying to figure this out for the past 3 weeks. What's the
best way to tackle this problem?
- Grash
--- On Fri,
My students are asking...
Where would I apply this matrix translation? Im currently just using
setabsangle(qangle)
--- On Fri, 2/27/09, Julian Moschüring ar...@gmx.com wrote:
From: Julian Moschüring ar...@gmx.com
Subject: Re: [hlcoders] Flight controls problem
To: Discussion of Half-Life
Instead of doing angle.x/y/z += value you need to instead compute a rotation
matrix and then multiply it with the current angle and set that to the new
angle.
Chris
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf
Our math library has functions for converting to/from QAngle and a matrix (use
matrix3x4_t for a standard rotation + translation).
So you'd do something like:
matrix3x4_t currentRotation, incrementalRotation, nextRotation;
QAngle angles = GetAbsAngle();
AngleMatrix( angles, currentRotation );
8 matches
Mail list logo