[hlcoders] Rotation of an entity
-- [ Picked text/plain from multipart/alternative ] Hi, I'm still learning through the SDK and I have this simple issue blocking me into progress.. I'm simply trying to rotate the angles of an entity in relation to its position. Changing its angles.y alone for example is not what I need. If the entity is facing down, i need to change the angles based on its current angles. If it was facing down, i'd probably need to change x, but if it was in between, some of y and some of x would need to be changed, etc.. So I'm thinking a function similar (if not) AngleVectors must be used, but I'm unsure how.. Please help if you can Thanks -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotation of an entity
Do you mean you want your entity to face the way it's travelling? On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I'm still learning through the SDK and I have this simple issue blocking me into progress.. I'm simply trying to rotate the angles of an entity in relation to its position. Changing its angles.y alone for example is not what I need. If the entity is facing down, i need to change the angles based on its current angles. If it was facing down, i'd probably need to change x, but if it was in between, some of y and some of x would need to be changed, etc.. So I'm thinking a function similar (if not) AngleVectors must be used, but I'm unsure how.. Please help if you can Thanks -- ___ 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
Re: [hlcoders] Rotation of an entity
-- [ Picked text/plain from multipart/alternative ] No, I know I'm not making much sense, I can't really explain this properly.. Let's say I have a spray can, and i wanted it to rotate on its own. When it's on a table, it would rotate with the y angles only. But if it fell on the floor, it would now be facing the floor, and the x angles would need to be changed to keep the same rotation going. What I am looking for, is how to find the angles that I need to add to the current angles so that it will rotate in that direction properly, whichever position it is facing. Does that make more sense? Thanks for trying to help :o On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote: Do you mean you want your entity to face the way it's travelling? On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I'm still learning through the SDK and I have this simple issue blocking me into progress.. I'm simply trying to rotate the angles of an entity in relation to its position. Changing its angles.y alone for example is not what I need. If the entity is facing down, i need to change the angles based on its current angles. If it was facing down, i'd probably need to change x, but if it was in between, some of y and some of x would need to be changed, etc.. So I'm thinking a function similar (if not) AngleVectors must be used, but I'm unsure how.. Please help if you can Thanks -- -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotation of an entity
Yeah I know what you mean I think.. If you want to rotate it using physics it's easier.. Kinda. Well probably harder if you haven't looked into motion controllers. When you apply a motion controller to the physics object you can decide whether the forces are local or global. If you choose local and apply torque to it it'll rotate around its own angles (not the world).. I'll be interested in hearing the real solution to this when you're not using physics - I'm dumb when it comes to angles and matrices and stuff. On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] No, I know I'm not making much sense, I can't really explain this properly.. Let's say I have a spray can, and i wanted it to rotate on its own. When it's on a table, it would rotate with the y angles only. But if it fell on the floor, it would now be facing the floor, and the x angles would need to be changed to keep the same rotation going. What I am looking for, is how to find the angles that I need to add to the current angles so that it will rotate in that direction properly, whichever position it is facing. Does that make more sense? Thanks for trying to help :o On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote: Do you mean you want your entity to face the way it's travelling? On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I'm still learning through the SDK and I have this simple issue blocking me into progress.. I'm simply trying to rotate the angles of an entity in relation to its position. Changing its angles.y alone for example is not what I need. If the entity is facing down, i need to change the angles based on its current angles. If it was facing down, i'd probably need to change x, but if it was in between, some of y and some of x would need to be changed, etc.. So I'm thinking a function similar (if not) AngleVectors must be used, but I'm unsure how.. Please help if you can Thanks -- -- ___ 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
Re: [hlcoders] Rotation of an entity
-- [ Picked text/plain from multipart/alternative ] I am totally with you. I am also lost on this one hehe.. I recently figured out how to do tracelines properly so that should say a lot ;) I'll take a different approach to my problem, maybe other people can understand :o The physics will not work for my problem, as I'm not really changing the physical angles of the entity, but it's eye angles. So for example, I would like to rotate a player's view to the left, without moving their model at all. If the player is facing straight ahead, this is farily easy. But if the player is looking up/down, then I have no idea what to do, as the angles are relative to the world.. There must be some transpose functions or something I'm missing.. Any help would be greatly appreciated ;) Thanks again. On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote: Yeah I know what you mean I think.. If you want to rotate it using physics it's easier.. Kinda. Well probably harder if you haven't looked into motion controllers. When you apply a motion controller to the physics object you can decide whether the forces are local or global. If you choose local and apply torque to it it'll rotate around its own angles (not the world).. I'll be interested in hearing the real solution to this when you're not using physics - I'm dumb when it comes to angles and matrices and stuff. On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] No, I know I'm not making much sense, I can't really explain this properly.. Let's say I have a spray can, and i wanted it to rotate on its own. When it's on a table, it would rotate with the y angles only. But if it fell on the floor, it would now be facing the floor, and the x angles would need to be changed to keep the same rotation going. What I am looking for, is how to find the angles that I need to add to the current angles so that it will rotate in that direction properly, whichever position it is facing. Does that make more sense? Thanks for trying to help :o On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote: Do you mean you want your entity to face the way it's travelling? On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I'm still learning through the SDK and I have this simple issue blocking me into progress.. I'm simply trying to rotate the angles of an entity in relation to its position. Changing its angles.y alone for example is not what I need. If the entity is facing down, i need to change the angles based on its current angles. If it was facing down, i'd probably need to change x, but if it was in between, some of y and some of x would need to be changed, etc.. So I'm thinking a function similar (if not) AngleVectors must be used, but I'm unsure how.. Please help if you can Thanks -- -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotation of an entity
For entity angles, I think you're looking for something along the lines of GetAbsAngles()/SetAbsAngles(). Note that GetLocalAngles()/SetLocalAngles() doesn't refer to the object's own frame of reference (which wouldn't make sense), but to the moveparent's frame of reference (if the moveparent exists). For eye-angles stuff, you'll probably do something like creating a rotation matrix and grabbing the entity's transformation matrix, then combining them with ConcatTransforms(). -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotation of an entity
Oh, and if you're going to do large changes of angles, start thinking about quaternions. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Rotation of an entity
Since this is a common question, I decided to write up something which will hopefully help: http://developer.valvesoftware.com/wiki/Rotation_Tutorial -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Thursday, July 27, 2006 2:46 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotation of an entity Yeah I know what you mean I think.. If you want to rotate it using physics it's easier.. Kinda. Well probably harder if you haven't looked into motion controllers. When you apply a motion controller to the physics object you can decide whether the forces are local or global. If you choose local and apply torque to it it'll rotate around its own angles (not the world).. I'll be interested in hearing the real solution to this when you're not using physics - I'm dumb when it comes to angles and matrices and stuff. On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] No, I know I'm not making much sense, I can't really explain this properly.. Let's say I have a spray can, and i wanted it to rotate on its own. When it's on a table, it would rotate with the y angles only. But if it fell on the floor, it would now be facing the floor, and the x angles would need to be changed to keep the same rotation going. What I am looking for, is how to find the angles that I need to add to the current angles so that it will rotate in that direction properly, whichever position it is facing. Does that make more sense? Thanks for trying to help :o On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote: Do you mean you want your entity to face the way it's travelling? On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I'm still learning through the SDK and I have this simple issue blocking me into progress.. I'm simply trying to rotate the angles of an entity in relation to its position. Changing its angles.y alone for example is not what I need. If the entity is facing down, i need to change the angles based on its current angles. If it was facing down, i'd probably need to change x, but if it was in between, some of y and some of x would need to be changed, etc.. So I'm thinking a function similar (if not) AngleVectors must be used, but I'm unsure how.. Please help if you can Thanks -- -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotation of an entity
-- [ Picked text/plain from multipart/alternative ] Thank you Jay, I appreciate this, as this is exactly what I was looking for! Now I just got to make sense out of this :) On 7/27/06, Jay Stelly [EMAIL PROTECTED] wrote: Since this is a common question, I decided to write up something which will hopefully help: http://developer.valvesoftware.com/wiki/Rotation_Tutorial -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders