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chris.sermanni

Rotate Model

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Hi every one ...:)

i want to rotate my 3dmodel in roll-pitch-yaw axis

i have just axis(x,y,z) vector and up(x,y,z) vector

so how to rotate my model by axis(x,y,z) vector + up(x,y,z) vector values?

please lookout my simple code...


D3DXVECTOR3 * axis=new D3DXVECTOR3;
axis->x = -0.14;
axis->y = -0.99;
axis->z = -0.04;

D3DXVECTOR3 * up=new D3DXVECTOR3;
up->x = -0.99;
up->y = 0.14;
up->z = 0.07;

D3DXMATRIXA16 mWorld;

///////////////////////////////////////////////////////////////////

D3DXMatrixRotationAxis(&mWorld,axis,180); //is true ?
D3DXMatrixRotationAxis(&mWorld,up,180); // is true ?

////////////////////////////////////////////////////////////////////

mWorld *= *g_Camera.GetWorldMatrix();

D3DXMATRIXA16 mProj;
mProj = *g_Camera.GetProjMatrix();

D3DXMATRIXA16 mView;
mView = *g_Camera.GetViewMatrix();

D3DXMATRIXA16 mWorldViewProjection;
mWorldViewProjection = mWorld * mView * mProj;

V( g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection ) );

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thanks for your answer Molle85
can you please show me how to use it ?
i try to do it myself but model not rotate in a true direction....:(

D3DXVECTOR3 * axis=new D3DXVECTOR3;
axis->x = -0.14;
axis->y = -0.99;
axis->z = -0.04;

D3DXVECTOR3 * up=new D3DXVECTOR3;
up->x = -0.99;
up->y = 0.14;
up->z = 0.07;

D3DXMATRIXA16 mWorld;

///////////////////////////////////////////////////////////////////

D3DXMatrixLookAtLH(&mWorld,g_Camera.GetEyePt(),axis,up);

////////////////////////////////////////////////////////////////////

mWorld *= *g_Camera.GetWorldMatrix();

D3DXMATRIXA16 mProj;
mProj = *g_Camera.GetProjMatrix();

D3DXMATRIXA16 mView;
mView = *g_Camera.GetViewMatrix();

D3DXMATRIXA16 mWorldViewProjection;
mWorldViewProjection = mWorld * mView * mProj;

V( g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection ) );

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[size="4"] is there any way or formula to convert :

[size="5"]axis(x,y,z) & up(x,y,z) vectors to (roll - pitch - yaw) ?:mellow:

also you know we need use "axis" and "up" vector both together to calculate. because in some direction of y we must change place of x value by z ....

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Don't allocate the vectors with 'new' btw, you pass their address to d3d functions

D3DXVECTOR3 forward(0,0,1);
D3DXVECTOR3 up(0,1,0);

Make sure they're normalized

D3DXMatrixLookAtLH( &mWorld, &D3DXVECTOR3(0,0,0), &forward, &up );

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