Octopus
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| Joined: 26 Feb 2008 |
| Total Posts: 460 |
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| 23 Nov 2012 12:01 PM |
| I am trying to rotate a Cframe over an interval. I know how to translate (slide) it, but I can't rotate it. I am using the raw Cframe, with all the numbers. I don't have the specific .Angles. I am trying to write a general equation for it so I don't have a custom solution for one block |
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rayoma
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| Joined: 13 Nov 2009 |
| Total Posts: 1911 |
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| 23 Nov 2012 12:03 PM |
It would be a lot easier to just do
CFrame.new(0,0,0)*CFrame.Angles(0,0,0)
instead of having to do all that math yourself which would be ten times more complicated. |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 23 Nov 2012 12:04 PM |
Unless you want to back-trace the math on this wiki page,
http://wiki.roblox.com/index.php/CFrame#Rotation_Matrix
then I suggest using the general format of CFrame.new() * CFrame.Angles(). If you want to keep the current CFrame then you can do:
CFrame.new(Part.Position) * CFrame.Angles(0,0,0) or to add to the current angles Part.CFrame * CFrame.Angles(0,0,0) |
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| 23 Nov 2012 12:07 PM |
Using rotation matrices is hipster, duh
¬ SHG Scripter Tier-2 ♣ LuaLearners Elite |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 23 Nov 2012 12:08 PM |
"Using rotation matrices is hipster, duh"
That's definitely fine if you want to do that. It is actually more efficient than making the matrix create the values. You can do it here, via the math I wrote out for the function: http://wiki.roblox.com/index.php/User:MrNicNac/RotationMatrixMath |
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Octopus
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| Joined: 26 Feb 2008 |
| Total Posts: 460 |
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| 23 Nov 2012 12:09 PM |
Those would give me specific answers. I am looking for a more generalized one that would save me time. The real struggle is the fact that the only values you can actually pull out are .p .x .y .z .lookVector
P.S. I read the wiki before I ask for help. |
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rayoma
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| Joined: 13 Nov 2009 |
| Total Posts: 1911 |
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| 23 Nov 2012 12:11 PM |
| So what exactly are you looking for? |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 23 Nov 2012 12:11 PM |
| You're original question still makes little sense. Are you trying to pull out the angles via an equation? |
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Octopus
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| Joined: 26 Feb 2008 |
| Total Posts: 460 |
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| 23 Nov 2012 12:19 PM |
Typing on iPad is annoying, so ill try to do this best as possible
for v = 1, interval do weld.C1 = weld.C1+Vector3.new((weld1.x-weld2.x)/interval, (weld1.y-wled2.y)/interval, (weld1.z-weld2.z)/interval) weld.C1 = weld.C1*CFrame.Angles(rx,ry,rz) wait() end
--I have the Cframe in form of (x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22) -- I am fine with sliding it, but rotating it over an interval is annoying if I don't have the .Angles I can read off of the script, and even then I have to use weld1.x instead of weld1.rx because its dumb |
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Octopus
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| Joined: 26 Feb 2008 |
| Total Posts: 460 |
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| 23 Nov 2012 12:37 PM |
| If roblox would allow it to read CFrame.rx then my problem would be solved |
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| 23 Nov 2012 12:39 PM |
toEulerAnglesXYZ?
CFrame:toEulerAnglesXYZ() returns "best guess" angles that could be used to generate CFrame. See Euler angles.
It pulls the rotation angles from a CFrame.
¬ SHG Scripter Tier-2 ♣ LuaLearners Elite |
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| 23 Nov 2012 12:48 PM |
Yeah, I wanted to use radians instead of angles to save the computer some math, and maybe give me some "more round" numbers to deal with and try to make easily referenced Cells on a Geodesic Globe. Like turn the radians with math.floor into string.names like "1,3,6" ,
But I still ended-up using math.pi, which is a function, and multyplying it, so realy saved no math, and got nowhere.
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Octopus
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| Joined: 26 Feb 2008 |
| Total Posts: 460 |
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| 23 Nov 2012 12:53 PM |
| Ah that's it doombringer, now I am assuming the best way to pull out a specific rotation would be to insert the euleranglesxyz into a table and pull the one out that I want. That is awesome, thank you |
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