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Simple rotation prolem

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Hi all, I have a problem rotating an object. I am using quaternions to do it. For the most part it works well but when the angle goes from 359 to 1 or from 1 to 359 the rotation goes the long way around. Does anyone know how to prevent this? I''ve supplied the code below, note although I am working in degree converting to radians shouldn''t have any effect since principally they are the same. Cheers DRb2k2
VOID CMediumObjectDetails::CalculateMeshRotation(D3DXVECTOR3 CameraPosition)
	CameraPosition.z = CameraPosition.z - this->m_vCurrentPosition.z;
	CameraPosition.x = CameraPosition.x - this->m_vCurrentPosition.x;
	D3DXVECTOR3 TempMeshPos = this->m_vCurrentPosition;
	TempMeshPos.z = 0.0f;
	TempMeshPos.x = 0.0f; // = 0

	// get the vector of a position on the far side of mesh

	D3DXVec3Subtract(&Line, &TempMeshPos, &CameraPosition);
	D3DXVec3Add(&Line, &Line, &TempMeshPos);
	Line.y = 0;
	D3DXVECTOR3 LookingAt(0,0,-1);
	D3DXVec3Normalize(&LookingAt, &LookingAt);

	//check to see which direction to rotate in

	float dotproduct;
	dotproduct = D3DXVec3Dot(&Line, &LookingAt);

	//calculate angle in degrees

	dotproduct = (float)acos(dotproduct);
	dotproduct = D3DXToDegree(dotproduct);
	//convert to 360 degrees

	if(Cross.y >=0.0f)
		this->m_vRequiredRotation.y = 360.0f-dotproduct;
		this->m_vRequiredRotation.y =  dotproduct;

	// now see if any rotation needs to be done

	if(this->m_vRequiredRotation != this->m_vCurrentRotation)
		// now calculate the quaternion rotation

		D3DXQUATERNION Current,Required;
		Current.x = this->m_vCurrentRotation.x;
		Current.y = this->m_vCurrentRotation.y;
		Current.z = this->m_vCurrentRotation.z;
		Required.x = -this->m_vRequiredRotation.x;
		Required.y = -this->m_vRequiredRotation.y;
		Required.z = -this->m_vRequiredRotation.z;

		D3DXQuaternionSlerp(&Result, &Current, &Required, 0.5f);
		this->m_vCurrentRotation.x = Result.x;
		this->m_vCurrentRotation.y = Result.y;
		this->m_vCurrentRotation.z = Result.z;



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