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turn model to face direction of movement

Started by July 11, 2004 12:39 PM
22 comments, last by cippyboy 20 years, 4 months ago
I don`t know about you but I use this and it wortks perfect so far->
float AngleofVectorT(Vector3 V){	return (atan2(V.x,V.z));}void RenderWalkMode(){        glPushMatrix();		glTranslatef(WalkMode.Position.x,WalkMode.Position.y,WalkMode.Position.z);	float angle=AngleofVectorT(WalkMode.Direction)*180.0f/PI;	glRotatef(angle,0,1,0);//Generate rotation        RenderModel();//it`s actually bigger in my case :p        glPopMatrix();}

Relative Games - My apps

what's "WalkMode.Direction" ? the vector created by
CurrentPosition - EndPosition?
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didalabu2: In OpenGL, the default camera orientation is that object inside the screen have negative Z coordinates. It's a common mistake to assume that axisX=normalize(cross(axisZ,up)), because in fact it's axisX=normalize(cross(-axisZ,up))=normalize(cross(up,axisZ)).
I would even say that axisZ=-normalize(look-eye).

cippyboy : this equation works with flat world viewing, eg a FPS-style game like Doom or Doom II. I mean, you can't look up or down with this method, and I think didalabu2 would need to.
[didalabu2]

WalkMode.Direction functions like a direction, I actually normalize it and use it for walking in all directions :)

[vincoof]

I can say that I ca perfectly look up and down with my methods(there`s more code in it than just the rendering part), I`ve completed a full third person camera that functions quite OK :), I actually had to equalize y with 0 so that the WalkMode will not... "fly" :p

Relative Games - My apps

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