Angles as FTE's server reads them: {pitch, yaw, roll} in degrees, pitch above zero
looking down.
QuakeServer.Angles.vectors({0.0, 90.0, 0.0})
#=> {forward, right, up}
Summary
Functions
An angle brought into 0 up to 360 degrees.
The {pitch, yaw, 0} of direction vector in whole degrees, pitch above zero looking up.
The {pitch, yaw, roll} of direction forward, as FTE's vectoangles gives them
(VectorAngles): fractions of a degree kept, each angle 0 up to 360. The roll comes
from up when one is given, else it is 0; with no horizontal part the yaw comes from
up, or is 0. Pitch is scaled by mesh_pitch and roll by mesh_roll (the values
of r_meshpitch and r_meshroll, 1 or -1).
The forward, right and up directions of angles, as FTE's AngleVectors gives them.
The yaw of direction {x, y, _} in whole degrees (the fraction cut off), 0 up to 360, as FTE's vectoyaw and Half-Life's VEC_TO_YAW give it.
Functions
An angle brought into 0 up to 360 degrees.
The {pitch, yaw, 0} of direction vector in whole degrees, pitch above zero looking up.
@spec vectoangles( {number(), number(), number()}, {number(), number(), number()} | nil, {number(), number()} ) :: {float(), float(), float()}
The {pitch, yaw, roll} of direction forward, as FTE's vectoangles gives them
(VectorAngles): fractions of a degree kept, each angle 0 up to 360. The roll comes
from up when one is given, else it is 0; with no horizontal part the yaw comes from
up, or is 0. Pitch is scaled by mesh_pitch and roll by mesh_roll (the values
of r_meshpitch and r_meshroll, 1 or -1).
QuakeServer.Angles.vectoangles({1.0, 0.36, 0.0}, nil, {-1.0, 1.0})
#=> {0.0, 19.798876354524932, 0.0}
The forward, right and up directions of angles, as FTE's AngleVectors gives them.
The yaw of direction {x, y, _} in whole degrees (the fraction cut off), 0 up to 360, as FTE's vectoyaw and Half-Life's VEC_TO_YAW give it.