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MisterHeadache

Rotate model to align to third person camera vectors

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I have a space flight simulator that I'm working on where the camera is always orbiting at a fixed radius about (0,0,0), where the model of the ship is located. I've got my third person camera working satisfactorily, but now my problem is I need to rotate the 3D model of the ship to match the view and orientation of the camera. From the viewmatrix, I can get the look, right, and up vectors for the camera, but how can I translate that information into a 3D rotation for the ship model so that the Z axis of the ship is aligned with the look vector and the X axis of the ship is aligned with the camera right vector? It seems that if I had roll, pitch, and yaw angles for the camera then I could just build a rotation Quaternion for the ship and apply it, but converting camera look, right, and up vectors into roll, pitch, and yaw angles is not obvious nor is it a standard matrix or Quaternion built-in calculation in DirectX. How should I go about rotating my model? Thanks!

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Ah, by trial & error I figured it out!

All that was necessary was to transform world space by the INVERSE of the view matrix and then draw the ship mesh. No need for messy Euler angles or tangled vector multiplication.

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