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Re: Simple question.
[Re: yokel]
#324329
05/20/10 13:09
05/20/10 13:09
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Joined: Aug 2007
Posts: 1,922 Schweiz
Widi
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Re: Simple question.
[Re: Widi]
#324334
05/20/10 13:18
05/20/10 13:18
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
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When you convert an angle (i.e. pan, tilt and roll) to a position vector you've got an infinite number of position vectors that correspond to this angle. So I guess there is a misunderstanding here. Can you explain what you mean with "the other two" ?
Always learn from history, to be sure you make the same mistakes again...
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Re: Simple question.
[Re: Uhrwerk]
#324469
05/21/10 00:13
05/21/10 00:13
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Joined: May 2010
Posts: 4 dallas,tx
yokel
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Thanks, guys, for the suggestions...
@ventilator: the problem I'm having with vec_rotate is that it still uses Euler angles and they're so hard to predict. Some further help would be appreciated.
@Uhrwerk: no, I wasn't aware of those functions, thanks for bringing them to my attention. I'm not sure its what I'm looking for but its definately worth a look.
Last edited by yokel; 05/21/10 00:18.
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Re: Simple question.
[Re: yokel]
#324471
05/21/10 00:51
05/21/10 00:51
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Joined: Jul 2008
Posts: 1,178 England
MrGuest
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if you're trying to move away from Euler angles have you looked at quaternion angles? see e.g vec_rotateaxis
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Re: Simple question.
[Re: ventilator]
#324560
05/21/10 18:05
05/21/10 18:05
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Joined: May 2010
Posts: 4 dallas,tx
yokel
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My character moves when the stick is pushed down, then when released it's momentum tapers off. this is fine until it hits a wall and the movement stops but the momentum calculaions continue to taper off. So, obviously, momentum in the direction of impact needs to be canceled, but not in other directions, meaning that only one or two elements of a local movement vector need to be corrected. If I can break down each element into its XYZ components I can perform a dot product comparison with hit data provided by c_move and discover how much each vector needs to be corrected.
I have to disagree about vec_rotate, I can get the rotation to work from one particular position to another, but as I try to do it dynamically thru a full range of movement it will work in certain portions of the arc and not others.
I still haven't had time to try and implement vec_for_ent yet, but I will soon.
Thanks for your interest, any help will be greatly appreciated.
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