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when i rotate my object it keeps rotating even when i stop pressing the key but when i translate it moves fine only the rotate. have no idea y it does that if any of u have any ideas plz tell me

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Do you only perform the matrix multiplication in response to keypresses, or do you perform it every iteration of the process loop? If the latter, are you resetting your matrix to identity?

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Thanks to Kylotan for the idea!

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yes
// 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);

//**********************************************************
// Fighter object
//**********************************************************
if (m_bKey['D']) m_oFighter.fRoll -= 3.0f*m_fTimeElapsed/5000; //rotate right
if (m_bKey['A']) m_oFighter.fRoll += 3.0f*m_fTimeElapsed/5000; //rotate left
if (m_bKey['Q']) m_oFighter.fPitch -= 2.0f*m_fTimeElapsed/1000; //pitch down
if (m_bKey['E']) m_oFighter.fPitch += 2.0f*m_fTimeElapsed/1000; // pitch up
if (m_bKey['R']) m_oFighter.fYaw -= 2.0f*m_fTimeElapsed/1000; // YAW left
if (m_bKey['F']) m_oFighter.fYaw += 2.0f*m_fTimeElapsed/1000; // YAW right




D3DXMATRIX matRoll,matYaw,matPitch,matWorld,matTrans,matRot1;
D3DXMatrixIdentity(&matWorld);

D3DXMatrixRotationAxis(&matRoll,&m_oFighter.vLook,m_oFighter.fRoll);
//Rotate the Right & Up vectors on the Look vector ROLL
D3DXVec3TransformCoord(&m_oFighter.vRight,&m_oFighter.vRight,&matRoll);
D3DXVec3TransformCoord(&m_oFighter.vUp,&m_oFighter.vUp,&matRoll);

D3DXMatrixRotationAxis(&matYaw,&m_oFighter.vUp,m_oFighter.fYaw);
//Rotate the LOOK & Right vectors on the UP vector YAW
D3DXVec3TransformCoord(&m_oFighter.vLook,&m_oFighter.vLook,&matYaw);
D3DXVec3TransformCoord(&m_oFighter.vRight,&m_oFighter.vRight,&matYaw);


D3DXMatrixRotationAxis(&matPitch,&m_oFighter.vRight,m_oFighter.fPitch);
//Rotate the LOOK & Up vectors on the Right vector PITCH
D3DXVec3TransformCoord(&m_oFighter.vLook,&m_oFighter.vLook,&matPitch);
D3DXVec3TransformCoord(&m_oFighter.vUp,&m_oFighter.vUp,&matPitch);

if (m_bKey['S']) // Back
{
m_oFighter.vPos.x+=fspeed*m_oFighter.vLook.x;
m_oFighter.vPos.y+=fspeed*m_oFighter.vLook.y;
m_oFighter.vPos.z+=fspeed*m_oFighter.vLook.z;
}


if (m_bKey['W']) // Forward
{
m_oFighter.vPos.x-=fspeed*m_oFighter.vLook.x;
m_oFighter.vPos.y-=fspeed*m_oFighter.vLook.y;
m_oFighter.vPos.z-=fspeed*m_oFighter.vLook.z;
}


D3DXMatrixTranslation(&matTrans, m_oFighter.vPos.x, m_oFighter.vPos.y, m_oFighter.vPos.z);
D3DXMatrixLookAtLH(&matRot1, &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &m_oFighter.vLook, &m_oFighter.vUp);
D3DXMatrixInverse(&matRot1, NULL, &matRot1);
matWorld=matRot1*matTrans;

m_oFighter.matLocal = matWorld;

i divided it by 5000 cause when i press any button it rotates to dam fast

[edited by - EagleWarrior on March 21, 2002 4:33:46 PM]

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