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| 9223372036854775808 is the number returned; from my vector to direction code | |
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| Tweet Topic Started: Nov 17 2007, 12:56 AM (236 Views) | |
| Eansis | Nov 17 2007, 12:56 AM Post #1 |
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ghost
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rotx=90+(-arcsin(normalz))/(pi/180) roty=(arccos((normaly)/cos(-arcsin(normalz)))*(1-2*(normalx<0)))/(pi/180) Dr. Best gave me this code to calculate the direction from normals. A small percentile of the polygons it works, but for most of them roty returns 9223372036854775808. The number is so high it is too imprecise to be used as a rotation for the game. How do I fix this? Why does this code return such a high value? Is there a better vector to direction code that I can use? EDIT: I used point_direction(0,0,normalx,normaly) and it works fine. I thought I needed the other code because of the vector layer problem. See other post: http://forum.ultimate3d.org/index.php?showtopic=1356 |
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9:11 PM Jul 11