https://wiki.beyondunreal.com/w/index.php?action=history&feed=atomRotator - Revision history2017-11-18T02:56:33ZRevision history for this page on the wikiMediaWiki 1.25.1https://wiki.beyondunreal.com/Rotator?diff=43269&oldid=prevEliot at 09:31, 17 May 20102010-05-17T09:31:24Z<p></p>
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</table>Eliothttps://wiki.beyondunreal.com/Rotator?diff=40553&oldid=prevWormbo: created stub page2010-01-15T20:23:23Z<p>created stub page</p>
<p><b>New page</b></p><div>The type '''rotator''' is not a built-in type, but a [[struct]] defined in the {{classgames|Object}} class of all Unreal Engine games. Rotator values can describe an [[wp:orientation (geometry)|orientation]] in three-dimensional space (a "rotation") or a change thereof. (for example a rotation rate) The Object class defines a number of operators and functions for working with rotator values.<br />
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The three rotator components are '''pitch''' (think nodding to say "yes"), '''yaw''' (shaking your head to say "no") and '''roll''' (tilting your head sideways while looking in a specific direction). Each of them is of type [[int]], so it can take values in the range -2147483648 to 2147483647. One full rotation (360 [[wp:degree (angle)|degree]]s or 2π [[wp:radian|radian]]s) around an axis corresponds to 65536 units. When determining an orientation from a rotator value, the following rules apply:<br />
# Start by facing in the direction of the positive X axis, with "up" corresponding to the positive Z axis. The Unreal Engine uses a left-handed Cartesian coordinate system, so by definition the positive Y axis is on the right side. ("left-hand rule": if the index finger of your left hand points forward, the thumb upwards, then the middle finger must point to the right)<br />
# First apply the '''yaw''' component by rotating around the Z axis (the thumb) to the right for positive or left for negative values. (turn the index finger towards the middle finger for positive values)<br />
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'''Important:''' Because rotator components are of type [[int]], precision is limited. Especially small rotation rates may be hard to achieve due to [[wp:Rounding#Basic rounding to integer|integer round down]]. Additionally, rotator components are compressed to the size of a byte for [[replication]], resulting in a loss of precision as if the components had been affected by the operation <code>component & 0xFF00</code>. For obvious reasons this makes replicating rotation rates as a rotator value almost impossible.<br />
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{{api-stub}}</div>Wormbo