return ang;
}
vector fixedvectoangles2(vector a, vector b)
{
vector ang;
ang = vectoangles2(a, b);
return ang;
}
vector fixedvectoangles2(vector a, vector b)
{
vector ang;
ang = vectoangles2(a, b);
vector AnglesTransform_Apply(vector transform, vector v)
{
fixedmakevectors(transform);
vector AnglesTransform_Apply(vector transform, vector v)
{
fixedmakevectors(transform);
// but these are orthogonal unit vectors!
// so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
// TODO is this always -transform?
// but these are orthogonal unit vectors!
// so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
// TODO is this always -transform?
// changes in-direction to out-direction
//fixedmakevectors(transform);
//return fixedvectoangles2(-1 * v_forward, 1 * v_up);
// changes in-direction to out-direction
//fixedmakevectors(transform);
//return fixedvectoangles2(-1 * v_forward, 1 * v_up);
- transform_x = -transform_x;
- transform_y = 180 + transform_y;
- transform_z = -transform_z;
+ transform.x = -transform.x;
+ transform.y = 180 + transform.y;
+ transform.z = -transform.z;
// changes in-direction to out-direction
//fixedmakevectors(transform);
//return fixedvectoangles2(-1 * v_forward, 1 * v_up);
// changes in-direction to out-direction
//fixedmakevectors(transform);
//return fixedvectoangles2(-1 * v_forward, 1 * v_up);
- transform_x = -transform_x;
- transform_y = 180 + transform_y;
- transform_z = 180 - transform_z;
+ transform.x = -transform.x;
+ transform.y = 180 + transform.y;
+ transform.z = 180 - transform.z;
- t_x = t_x - 360 * rint(t_x / 360);
- t_y = t_y - 360 * rint(t_y / 360);
- t_z = t_z - 360 * rint(t_z / 360);
+ t.x = t.x - 360 * rint(t.x / 360);
+ t.y = t.y - 360 * rint(t.y / 360);
+ t.z = t.z - 360 * rint(t.z / 360);
- if(t_x >= 0) t_x = 180 - t_x; else t_x = -180 - t_x;
- if(t_y > 0) t_y -= 180; else t_y += 180;
- if(t_z > 0) t_z -= 180; else t_z += 180;
+ if(t.x >= 0) t.x = 180 - t.x; else t.x = -180 - t.x;
+ if(t.y > 0) t.y -= 180; else t.y += 180;
+ if(t.z > 0) t.z -= 180; else t.z += 180;
#ifdef POSITIVE_PITCH_IS_DOWN
vector AnglesTransform_ApplyToAngles(vector transform, vector v)
{
#ifdef POSITIVE_PITCH_IS_DOWN
vector AnglesTransform_ApplyToAngles(vector transform, vector v)
{