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Tell me what im doing wrong plz

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Im trying to make a local axis for my object. I dont know if the code i wrote is completly wrong or i did some small mistake well i made a look,up,right & pos vectors for my object i can move the object while rotating fine but when i pitch or yaw everything gets screwed up well heres the code. struct Object { D3DXVECTOR3 vLook; D3DXVECTOR3 vUp; D3DXVECTOR3 vRight; D3DXVECTOR3 vPos; FLOAT fYaw, fPitch, fRoll; D3DMATRIX matLocal; D3DMATERIAL8 mtrl; // material data CD3DMesh* mesh; // mesh data }; OneTimeInit() // Fighter object m_oFighter.vPos = D3DXVECTOR3( 0.0f, 0.0f, 0.0f); m_oFighter.vLook = D3DXVECTOR3( 0.0f, 0.0f,-1.0f); m_oFighter.vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f); m_oFighter.vRight = D3DXVECTOR3(-1.0f, 0.0f, 0.0f); m_oFighter.fYaw = 0.0f; m_oFighter.fPitch = 0.0f; m_oFighter.fRoll = 0.0f; Frame Move() const cTimeScale = 5; // elapsed time m_fTimeElapsed=(m_fTime-m_fStartTimeKey) * cTimeScale; // store last time m_fStartTimeKey=m_fTime; FLOAT fspeed= 3.0f * m_fTimeElapsed; // Normalizing Axis D3DXVec3Normalize(&m_oFighter.vLook,&m_oFighter.vLook); D3DXVec3Cross(&m_oFighter.vRight,&m_oFighter.vUp,&m_oFighter.vLook); D3DXVec3Normalize(&m_oFighter.vRight,&m_oFighter.vRight); D3DXVec3Cross(&m_oFighter.vUp,&m_oFighter.vLook,&m_oFighter.vRight); D3DXVec3Normalize(&m_oFighter.vUp,&m_oFighter.vUp); //Matrices for pitch and Roll D3DXMATRIX matPitch,matYaw,matRoll,matTemp; D3DXMatrixRotationAxis(&matPitch,&m_oFighter.vRight,m_oFighter.fPitch); D3DXMatrixRotationAxis(&matYaw,&m_oFighter.vUp,m_oFighter.fYaw); D3DXMatrixRotationAxis(&matRoll,&m_oFighter.vLook,m_oFighter.fRoll); //Rotate the LOOK & Right vectors on the UP vector D3DXVec3TransformCoord(&m_oFighter.vLook,&m_oFighter.vLook,&matYaw); D3DXVec3TransformCoord(&m_oFighter.vRight,&m_oFighter.vRight,&matYaw); //Rotate the LOOK & Up vectors on the Right vector D3DXVec3TransformCoord(&m_oFighter.vLook,&m_oFighter.vLook,&matPitch); D3DXVec3TransformCoord(&m_oFighter.vUp,&m_oFighter.vUp,&matPitch); //Rotate the Right & Up vectors on the Look vector D3DXVec3TransformCoord(&m_oFighter.vRight,&m_oFighter.vRight,&matRoll); D3DXVec3TransformCoord(&m_oFighter.vUp,&m_oFighter.vUp,&matRoll); //********************************************************** // Fighter object //********************************************************** if (m_bKey[''D'']) m_oFighter.fRoll -= 2.0f*m_fTimeElapsed; //rotate right if (m_bKey[''A'']) m_oFighter.fRoll += 2.0f*m_fTimeElapsed; //rotate left if (m_bKey[''Q'']) m_oFighter.fPitch -= 2.0f*m_fTimeElapsed; //pitch down if (m_bKey[''E'']) m_oFighter.fPitch += 2.0f*m_fTimeElapsed; // pitch up if (m_bKey[''R'']) m_oFighter.fYaw -= 2.0f*m_fTimeElapsed; // Slide Left if (m_bKey[''F'']) m_oFighter.fYaw += 2.0f*m_fTimeElapsed; // Slide Right if (m_bKey[''W'']) // Forward { m_oFighter.vPos+=fspeed*m_oFighter.vLook; } // camera back if (m_bKey[''S'']) // Back { m_oFighter.vPos-=fspeed*m_oFighter.vLook; } D3DXMATRIX matWorld; D3DXMatrixTranslation(&matWorld, m_oFighter.vPos.x, m_oFighter.vPos.y, m_oFighter.vPos.z); D3DXMatrixMultiply( &matTemp, &matYaw, &matPitch ); D3DXMatrixMultiply( &matTemp, &matRoll, &matTemp ); D3DXMatrixMultiply( &matWorld, &matTemp, &matWorld ); m_oFighter.matLocal = matWorld; i would appreciate any help thxs

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