Jump to content
  • Advertisement
Sign in to follow this  

updating the camera

This topic is 4235 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi guys! ok i met this annoying problem of bridging local and world space camera coordinate system with a yaw-pitch rotational matrix. I am using the standard code provided by DXSDK. Everything works fine when the camera is looking in the positive z direction. Now what I am trying to do is to load some variables from a script that also specifies the actual world lookat direction and other variables. How do I make use of the loaded values and modify the existing codebase such that it takes into account the unmodified local coordinate system and the loaded values?
//Make a rotation matrix based on the camera's yaw & pitch
D3DXMATRIX mCameraRot;
D3DXMatrixRotationYawPitchRoll(&mCameraRot,MATH_DEGTORAD(m_Yaw),MATH_DEGTORAD(m_Pitch),0);
	
//Transform vectors based on camera's rotation matrix
D3DXVec3TransformCoord(&m_WorldUp,&m_LocalUp,&mCameraRot);
D3DXVec3TransformCoord(&m_WorldLookAt,&m_LocalLookAt,&mCameraRot);
D3DXVec3Normalize(&m_WorldUp,&m_WorldUp);
D3DXVec3Normalize(&m_WorldLookAt,&m_WorldLookAt);
D3DXVec3Cross(&m_WorldRight,&m_WorldUp,&m_WorldLookAt);

thx! Edwin

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!