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fantasyme

3D angle Problem

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Problem is when AI change direction, the face of AI won't face to the proper direction. I use this function to move model's face.
D3DXMatrixRotationY(&matrix,angle);

this function for movement.
g_Mesh.vPos.x += sin(angleX)*speed;
g_Mesh.vPos.z += cos(angleZ)*speed;

How can I apply angleX and angleY to be one single value for AI to rotate its face to the way where it gonna go? In directX has some function can help?? thanks

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You could just build the matrix manually from the sin and cos rotation values, you don't need to use D3DXMatrixRotationY().

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