Archived

This topic is now archived and is closed to further replies.

helix

Rotation from one vector to another -- repost

Recommended Posts

helix    301
I lost my original post but no one replied to it anyway. Anyway, I have an effect that gets created along the z axis and I want to find the rotation to the camera's direction. Here's what I have right now. m_vDir is the camera's direction.
    
// Rotate the cylinder off the z axis to face the direction of the ray

	// Find the rotation from vCurrDir to m_vDir and store it for render time

	D3DXVECTOR3 vCurrDir = D3DXVECTOR3(0.0f, 0.0f, 1.0f);	// Current direction

	D3DXVECTOR3 vRotAxis;
	D3DXVec3Cross( &vRotAxis, &vCurrDir, &m_vDir );			// Find the rotation axis

	float fAngle = D3DXVec3Dot( &vCurrDir, &m_vDir );		// Angle of rotation


	D3DXQUATERNION quat = D3DXQUATERNION( vRotAxis.x, vRotAxis.y, vRotAxis.z, fAngle );	// Rotation quaternion

	D3DXMatrixRotationQuaternion( &m_rotMat, &quat );		// Rotation matrix

    
I use the resulting m_rotMat in my render function to rotate the effect. My code seems correct but my effect is positioned all messed up. Any ideas? I have been trying to fix this for a few weeks now and still no luck! grrr [edited by - beoch on September 30, 2002 6:35:09 PM]

Share this post


Link to post
Share on other sites
Fantasio    122
Maybe it''s your solution: this is a function to find angle between 2 vector...
float GetVectorAngle(D3DVECTOR Vec1,D3DVECTOR Vec2)
{
return (float) acos(DotProduct(Vec1,Vec2)/(Magnitude(Vec1)*(Magnitude(Vec2))));
}

If vec1 and vec2 are normalized, you can omit the "/(Magnitude(Vec1)*(Magnitude(Vec2)"

Franck

Share this post


Link to post
Share on other sites