Talk:QAngle

From Valve Developer Community
Jump to: navigation, search

Is it in radians or degrees or what? --—Pon (talk) 17:03, 1 Oct 2005 (PDT)

Degrees—ts2do (talk)

I expanded my original drawing into an article ; worth linking here? --wisemx 05:29, 2 Oct 2005 (PDT)

Range of degrees?

By default, are the degrees ranging from -180 to 180 or 0 to 360?

0 to 360, though I think either will work. --Eaglebird 15:56, 12 Oct 2007 (PDT)

Spam

want to lock this page? It's been hit 4 times —ts2do 22:05, 9 Oct 2007 (PDT)

Description

Sure we know which axis they're on, but relative to which other? 90 around z from x or y? etc --Eaglebird 15:56, 12 Oct 2007 (PDT)

Yaw 0 faces in the same direction as the positive X-axis. --Beeswax 15:47, 3 Apr 2008 (PDT)

The Qangles (Quake Angles?) diagram correctly shows arrows rotating in the direction of positive r values (degrees). Qangles do seem to be different from conventional wiki:Tait-Bryan_angles.

  • rY > 0 = Pitch or Tilt Down : nose down. in rightview = clockwise rotation. Pitch 90 = direction of gravity, 180 = upsidedown, 270 or -90 = zenith.
  • rZ > 0 = Yaw or Pan Left : in topview = counter-clockwise from the X-axis. see azimuth.
  • rX > 0 = Roll or Bank Right : from the object's POV = clockwise to the horizon, in frontview = CCW.
Hammer's Pitch/Yaw/Roll axes (lateral, vertical, longditudinal) are labelled Y/Z/X, whereas in XSI they are X/Y/Z (see also StudioMdl's $upaxis parameter).
Whilst Hammer is used as a "map" editor, it does not follow cartographic norms: Yaw angles on cardinal maps (compass bearings) are measured clockwise from Due North - conventionally, top of the map. In Hammer's topview however, "Yaw 0" points Due East, and "Yaw 90" points North (CCW rotation). This can be confusing if you do most of your mapping in the topview. Infact, Hammer's viewport layout does not seem to follow any standard orthographic projection logic either, ie. frontview and topview are not paired vertically. --Beeswax 15:47, 3 Apr 2008 (PDT)

Though I think I agree with Beeswax on the cartography part, I'm not sure that they differ from conventional Tait-Bryan angles. Could it be that in frontview and topview you are looking in the negative direction of the x and z axes, while in rightview you are looking in the positive direction of the y axis? --Sintyhos (talk) 22:23, 11 March 2023 (PST)

Annotation

  • I've seen "rX rY rZ" used to denote rotation_angles, as distinct from "X Y Z" origin_offsets, but I don't know how widespread it is. --Beeswax 15:47, 3 Apr 2008 (PDT)

Can someone confirm absolute axes?

In the chapter on Orientation, I stated that "The values of [X], [Y], and [Z] correspond to a clockwise rotation (in degrees) around the absolute axes[confirm] y, z, and x, respectively." I added this to clarify that (from my experience messing around with getpos and setang in Team Fortress 2) the rotation was extrinsic, while trying to avoid jargon unfamiliar to Source Engine users. I am not sure however whether QAngles truly use the absolute angle of the world, or whether they might be changed by for example a parent or a previous operation. Could someone either:

  • verify whether QAngles truly use the absolute axes
  • or change the wording so that it doesn't make assumptions, without being more confusing?

Thanks in advance. --Sintyhos (talk) 22:23, 11 March 2023 (PST)