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);
// 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(minimize_roll)
need_flip = (t.z > 90 || t.z <= -90);
else
need_flip = (t.x > 90 || t.x < -90); // for pitch we prefer to allow exactly -90 degrees for looking straight down
if(need_flip)
{
if(minimize_roll)
need_flip = (t.z > 90 || t.z <= -90);
else
need_flip = (t.x > 90 || t.x < -90); // for pitch we prefer to allow exactly -90 degrees for looking straight down
if(need_flip)
{
#ifdef POSITIVE_PITCH_IS_DOWN
vector AnglesTransform_ApplyToAngles(vector transform, vector v)
{
#ifdef POSITIVE_PITCH_IS_DOWN
vector AnglesTransform_ApplyToAngles(vector transform, vector v)
{