[hlcoders] VectorRotate

2009-04-23 Thread Janek
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);

Re: [hlcoders] VectorRotate

2009-04-23 Thread Jonas 'Sortie' Termansen
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

Re: [hlcoders] VectorRotate

2009-04-23 Thread Janek
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?

Re: [hlcoders] VectorRotate

2009-04-23 Thread Jay Stelly
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

Re: [hlcoders] VectorRotate

2009-04-23 Thread Janek
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