# How do I identity left turns with right turns

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const D3DXQUATERNION& q = l_transform->getRotation();
D3DXVECTOR3 axis;
FLOAT angle;
D3DXQuaternionToAxisAngle(&q, &axis, &angle);

Every time this function is called, the angle is positive...

Update:
I am wrong, sorry, I got some problems of the truck always turning right (the cab of the truck)

Thanks
Jack Edited by lucky6969b

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Make the angle negative? If you're trying to figure out the direction the truck is turning by using QuaternionToAxisAngle, that's not really a good idea. What you can do is limit the angle to 180 degrees or PI radians, and subtract 360 or 2*PI from it if it comes up higher.

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