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);
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
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?
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
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
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