9 return forward * v.x + right * (-v.y) + up * v.z;
30 i_forward.x = forward.x;
31 i_forward.y = -right.x;
45 transform.x = -transform.x;
46 transform.y = 180 + transform.y;
47 transform.z = -transform.z;
60 transform.x = -transform.x;
61 transform.y = 180 + transform.y;
62 transform.z = 180 - transform.z;
80 t.x = t.x - 360 *
rint(t.x / 360);
81 t.y = t.y - 360 *
rint(t.y / 360);
82 t.z = t.z - 360 *
rint(t.z / 360);
84 need_flip = (t.z > 90 || t.z <= -90);
86 need_flip = (t.x > 90 || t.x < -90);
89 if(t.x >= 0) t.x = 180 - t.x;
else t.x = -180 - t.x;
90 if(t.y > 0) t.y -= 180;
else t.y += 180;
91 if(t.z > 0) t.z -= 180;
else t.z += 180;
98 const float epsilon = 30;
108 f =
fabs(t.x - (-90)) / epsilon;
117 f =
fabs(t.x - 90) / epsilon;
128 #if POSITIVE_PITCH_IS_DOWN
vector(float skel, float bonenum) _skel_get_boneabs_hidden