/sighs

The point appears to be that I completely blanked on the e-17 bit!  >.<

You see, this is the kind of crap you have to deal with when you start
cutting down on caffeine!


On 21 February 2013 15:20, Martin Chatterjee <
[email protected]> wrote:

> Hi Peter,
>
>
> as far as I see it your result is correct?  The resulting vector should be
>  * [0.0,  0.0,  -1.0]* - which is effectively the result of your print
> statement.
>
> in your example *vec.Y* has a value of *6.12323399574e-17*  which
> essentially is  *0.0* (due to floating point math precision).
>
> So all is fine - or did I not get your point?
>
>
> Cheers, Martin
> --
>        Martin Chatterjee
>
> [ Freelance Technical Director ]
> [   http://www.chatterjee.de   ]
> [ https://vimeo.com/chatterjee ]
> nbsp;]
>
>
> On Thu, Feb 21, 2013 at 3:21 PM, Peter Agg <[email protected]>wrote:
>
>> (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
>> 0, -1]) :)
>>
>>
>> On 21 February 2013 14:15, Peter Agg <[email protected]> wrote:
>>
>>> Hey all,
>>>
>>> I'm trying to rotate a vector in a Python Script and seem to be running
>>> into an odd block. For example: I want to rotate the vector [0, 1, 0] by
>>> [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
>>> using a Rotate Vector node) but I can't seem to work out how to do this via
>>> scripting.
>>>
>>> What I tried:
>>>
>>> vec = XSIMath.CreateVector3(0, 1, 0)
>>> rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
>>>                              XSIMath.DegreesToRadians( 0 ),
>>>                              XSIMath.DegreesToRadians( 0 ))
>>> vec.MulByRotationInPlace( rot)
>>> print vec.X, vec.Y, vec.Z
>>> # 0.0 6.12323399574e-17 -1.0
>>>
>>> ...which makes me think that I've misunderstood what MulByRotation does!
>>>
>>> Any ideas?
>>>
>>
>>
>

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