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Entity-Direction #113263
02/22/07 12:41
02/22/07 12:41
Joined: Mar 2002
Posts: 1,774
Magdeburg
F
FlorianP Offline OP
Serious User
FlorianP  Offline OP
Serious User
F

Joined: Mar 2002
Posts: 1,774
Magdeburg
Hi,

the direction of an entity by modifying the tilt and roll values is turned on the local y/z axes of the Enitty. The pan value rotates on the global x axis.
ang_rotate turns on the own axes.
In the manual is documented pan/tilt/roll turns on the global axes - So itīs impossible to set the x-rotaion to a concrete value

Last edited by FlorianP; 02/22/07 12:43.

I <3 LINQ
Re: Entity-Direction [Re: FlorianP] #113264
02/22/07 18:39
02/22/07 18:39
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Congratulations - you're the first Gamestudio user who finally discovered that all entity angles are wrong!

Seriously: In three-dimensional space angles have 3 values instead of one, meaning that you rotate the object three times about one of its axes. Rotations are not commutative, so you need a system to define the order of the 3 rotations, and which axes to use. This is the famous "Euler angles" system, i.e. pan, tilt, and roll. All spatial rotations, in math as well as in game engines, normally use those 3 Euler angles.

It's not this hard to understand but a little hidden in the manual (under "Syntax / Variables"). I've put it also in the entity description now: http://manual.conitec.net/aentity-pan.htm

Re: Entity-Direction [Re: jcl] #113265
01/28/08 18:11
01/28/08 18:11
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
Muss grad ein bisschen lachen


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