QAngle: Difference between revisions
| TomEdwards (talk | contribs) mNo edit summary | TomEdwards (talk | contribs)   (specified which Z axis angles are offset from - rZ wouldn't make much sense!) | ||
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| '''QAngle''' is a C++ class that represents a three-dimensional Euler angle, offset from the [[Coordinates|Z axis]]. Each QAngle contains three [[vec_t]] rotation values:   | '''QAngle''' is a C++ class that represents a three-dimensional Euler angle, offset from the cardinal [[Coordinates|Z axis]]. Each QAngle contains three [[vec_t]] rotation values:   | ||
| * '''X''' pitch +down/-up | * '''X''' pitch +down/-up | ||
Revision as of 10:42, 1 August 2009
QAngle is a C++ class that represents a three-dimensional Euler angle, offset from the cardinal Z axis. Each QAngle contains three vec_t rotation values:
- X pitch +down/-up
- Y yaw +left/-right
- Z roll +right/-left
(-45,10,0) means 45° up, 10° left and 0° roll.
 Tip:The axes are sometimes called rX, rY and rZ to distinguish them from vector axes.
Tip:The axes are sometimes called rX, rY and rZ to distinguish them from vector axes. Note:Z is clamped to +/-50 for player viewangles.
Note:Z is clamped to +/-50 for player viewangles.Declaration
QAngle angMyAngle = QAngle(-45,10,0);
- The classname QAngle is case-sensitive.
- You could also assign to the X, Y and Z member variables separately.
- The prefix ang(or sometimes justa) identifies the variable as an angle.
Orientation
Confusingly, Source's rY and rZ angle axes respectively point down the Z and Y vector axes - the opposite of what might be expected. X and rX are the same, however.
Even more confusingly, Hammer lists rotation axes as Y, Z, X! This is completely wrong, but luckily they are just labels: the values are stored in a single string (e.g. "-45 10 0") and interpreted when they reach C++ code as being rX rY rZ.
Converting from Vector
As there is no specific datadesc keyfield for angles, one chosen in Hammer will arrive as a vector. Its ordinates will represent degrees of rotation and not coordinates so it must be fixed up before use:
QAngle angMyAngle = QAngle(vecFromHammer.x, vecFromHammer.y, vecFromHammer.z);
// Conversion back to a vector, if required
AngleVectors(angMyAngle, &vecFromHammer);