What's the problem with creating rotation matrix D3DXMatrixRotationYawPitchRoll(pResult, 0.2, 0.1, 0.1);
Multiplying current transformation matrix with this one will exactly do what you want: Apply
pitch+=0.1f;
yaw+=0.2f;
roll+=0.1f;
to btRigidBody.
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#1DgekGD
Posted 29 November 2012 - 03:32 PM
You can't just get pitch, yaw, roll from btRigidBody.
What's the problem with creating rotation matrix D3DXMatrixRotationYawPitchRoll(pResult, 0.2, 0.1, 0.1);
Multiplying current transformation matrix with this one will exactly do what you want: apply
pitch+=0.1f;
yaw+=0.2f;
roll+=0.1f;
to btRigidBody.
What's the problem with creating rotation matrix D3DXMatrixRotationYawPitchRoll(pResult, 0.2, 0.1, 0.1);
Multiplying current transformation matrix with this one will exactly do what you want: apply
pitch+=0.1f;
yaw+=0.2f;
roll+=0.1f;
to btRigidBody.