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VEX on Copy To Points


kiryha

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Named constant defined in $HH/vex/include/math.h:

#define XFORM_XYZ	0	// Rotate order X, Y, Z

If you apply rotation in different order, like, pitch→yaw→roll or roll→yaw→pitch, resulting orientation will be different. It is not same as swapping axes (using Z angle as X and X angle as Z) because changing order doesn't change axes (X will work like pitch with XYZ and ZYX). You will see difference if you set non-zero angles for all axes and try different constants.

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