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Dean Johnson

any help please

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Can someone PLEASE help me with this it has put major headache after headache in my head. My problem is that I am working on making my rotations for my ship. I have learned the type of rotation I am using is called Euler rotations. I found the major problem with them not having an effect on the axis. With my ship I need the roll and pitch to effect the other axis. Does anyone have any code or link to code or tutorial that shows a proper way to do rotations for ships? I am using DirectX and an article using DirectX is preferred. Thanks for ANY help

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Try Quaternions...

You can see the tutorial on this web site

or search google, they are the best form of rotation avalible, and you prolly won''t have trouble finding a library to help you code them

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I found one but was geared around OpenGL.
You or anyone else know of one thats based on DirectX.

Also are Quaternions good for all objects and the camera?
Thanks

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Quaternions can be used exactally like eular translations. They are alot nicer tho, since Quaternions don''t suffer from gambal lock. Cameras are usually implemented in Quaternions, since smooth camera rotation w/o gambal lock is neccessary.

I don''t know any DirectX libraries that use quaternions, since All I use is opengl

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I believe there are a set of useful Quaternion functions in the D3DX utility library.
Have a look at the docs for the function specifics.

John B

[edited by - JohnBSmall on September 13, 2002 2:30:26 PM]

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