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#ActualAnddos

Posted 17 November 2012 - 11:12 AM

so far i have

camTarget = charPosition;
camTarget.y = ((camTarget.y)+5.0f);
camRotationMatrix = D3DXMatrixRotationYawPitchRoll(&yawPitchRollMat,-camPitch, camYaw, 0); //d3d9
D3DXVec3TransformNormal(&camPosition,&DefaultForward, camRotationMatrix );
D3DXVec3Normalize(&camPosition,&camPosition);
camPosition = ((camPosition * charCamDist)) + camTarget;
D3DXVec3Normalize((&camForward),&(camTarget - camPosition)); // Get forward vector based on target

camForward.y = camForward.y = 0.0f; // set forwards y component to 0 so it lays only on
D3DXVec3Normalize((&camForward),&(camForward));


now i am stuck

would this be

camRight = XMVectorSet(-XMVectorGetZ(camForward), 0.0f, XMVectorGetX(camForward), 0.0f);

camRight.z = -camForward.z,
camRight.y = 0.0f,
camRight.z = camForward.x

#9Anddos

Posted 17 November 2012 - 11:12 AM

so far i have

camTarget = charPosition;
camTarget.y = ((camTarget.y)+5.0f);
camRotationMatrix = D3DXMatrixRotationYawPitchRoll(&yawPitchRollMat,-camPitch, camYaw, 0); //d3d9
D3DXVec3TransformNormal(&camPosition,&DefaultForward, camRotationMatrix );
D3DXVec3Normalize(&camPosition,&camPosition);
camPosition = ((camPosition * charCamDist)) + camTarget;
D3DXVec3Normalize((&camForward),&(camTarget - camPosition)); // Get forward vector based on target

camForward.y = camForward.y = 0.0f; // set forwards y component to 0 so it lays only on
D3DXVec3Normalize((&camForward),&(camForward));


now i am stuck

would this be

camRight = XMVectorSet(-XMVectorGetZ(camForward), 0.0f, XMVectorGetX(camForward), 0.0f);

camRight.z = -camForward.z,
camRight.y = 0.0f,
camRight.z = camForward.x

#8Anddos

Posted 17 November 2012 - 11:11 AM

so far i have

camTarget = charPosition;
camTarget.y = ((camTarget.y)+5.0f);
camRotationMatrix = D3DXMatrixRotationYawPitchRoll(&yawPitchRollMat,-camPitch, camYaw, 0); //d3d9
D3DXVec3TransformNormal(&camPosition,&DefaultForward, camRotationMatrix );
D3DXVec3Normalize(&camPosition,&camPosition);
camPosition = ((camPosition * charCamDist)) + camTarget;
D3DXVec3Normalize((&camForward),&(camTarget - camPosition)); // Get forward vector based on target

camForward.y = camForward.y = 0.0f; // set forwards y component to 0 so it lays only on
D3DXVec3Normalize((&camForward),&(camForward));


now i am stuck

would this be

camRight = XMVectorSet(-XMVectorGetZ(camForward), 0.0f, XMVectorGetX(camForward), 0.0f);

camRight.z = -camForward.z,
camRight.y = 0.0f,
camRight.z = camForward.x

#7Anddos

Posted 17 November 2012 - 11:10 AM

so far i have

camTarget = charPosition;
camTarget.y = ((camTarget.y)+5.0f);
camRotationMatrix = D3DXMatrixRotationYawPitchRoll(&yawPitchRollMat,-camPitch, camYaw, 0); //d3d9
D3DXVec3TransformNormal(&camPosition,&DefaultForward, camRotationMatrix );
D3DXVec3Normalize(&camPosition,&camPosition);
camPosition = ((camPosition * charCamDist)) + camTarget;
D3DXVec3Normalize((&camForward),&(camTarget - camPosition)); // Get forward vector based on target

camForward.y = camForward.y = 0.0f; // set forwards y component to 0 so it lays only on
D3DXVec3Normalize((&camForward),&(camForward));


now i am stuck

would this be

camRight = XMVectorSet(-XMVectorGetZ(camForward), 0.0f, XMVectorGetX(camForward), 0.0f);

camRight.z = -camForward.z,
camRight.y = 0.0f,
camRight.z = camForward.z

#6Anddos

Posted 17 November 2012 - 11:10 AM

so far i have

camTarget = charPosition;
camTarget.y = ((camTarget.y)+5.0f);
camRotationMatrix = D3DXMatrixRotationYawPitchRoll(&yawPitchRollMat,-camPitch, camYaw, 0); //d3d9
D3DXVec3TransformNormal(&camPosition,&DefaultForward, camRotationMatrix );
D3DXVec3Normalize(&camPosition,&camPosition);
camPosition = ((camPosition * charCamDist)) + camTarget;
D3DXVec3Normalize((&camForward),&(camTarget - camPosition)); // Get forward vector based on target

camForward.y = camForward.y = 0.0f; // set forwards y component to 0 so it lays only on
D3DXVec3Normalize((&camForward),&(camForward));


now i am stuck

would this be

camRight = XMVectorSet(-XMVectorGetZ(camForward),
0.0f,
XMVectorGetX(camForward), 0.0f);

camRight.z = -camForward.z,
camRight.y = 0.0f,
camRight.z = camForward.z

#5Anddos

Posted 17 November 2012 - 11:09 AM

so far i have

camTarget = charPosition;
camTarget.y = ((camTarget.y)+5.0f);
camRotationMatrix = D3DXMatrixRotationYawPitchRoll(&yawPitchRollMat,-camPitch, camYaw, 0); //d3d9
D3DXVec3TransformNormal(&camPosition,&DefaultForward, camRotationMatrix );
D3DXVec3Normalize(&camPosition,&camPosition);
camPosition = ((camPosition * charCamDist)) + camTarget;
D3DXVec3Normalize((&camForward),&(camTarget - camPosition)); // Get forward vector based on target

camForward.y = camForward.y = 0.0f; // set forwards y component to 0 so it lays only on
D3DXVec3Normalize((&camForward),&(camForward));


now i am stuck

would this be

camRight = XMVectorSet(-XMVectorGetZ(camForward),
0.0f,
XMVectorGetX(camForward), 0.0f);

camRight.z = camForward.z,
camRight.y = 0.0f,
camRight.z = camForward.z

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