Hi. I am making a 3d space flight combat game.
I got the quaternion angles and semi-newton phsyics all set up. All I need to do is make CPU Objects rotate towards a specified X, Y, Z coordinate but not having the object instantly pointing at the Vector3 coordinate.
The current method I have now is, the rotation matrix system.
So when I want to rotate an object I do:
Pitch Object in X amount of units
So in that case the object get pitched X amounts of units for every game cycle loop. Does not set the actual rotation.
So again the only thing what I need to do is, get my RootMatrix to rotate towards(either pitch or yaw) to a targeted Vector3 coordinate one small unit at a time..
I am trying to figure out on how this could be done..
P.S. I use Direct3D/Artificial Engines Using VB.NET.
Making objects rotate towards a targeted coordinate.
Started by BlinkerGuy, May 11 2006 06:29 AM
4 replies to this topic
#1
Posted 11 May 2006 - 06:29 AM
#2
Posted 11 May 2006 - 07:26 AM
You could use quaternions to represent both rotations, an original object and a destination rotation. To get rotations in-between these two you can use spherical interpolation between the two quaternions.
#3
Posted 11 May 2006 - 02:17 PM
Is there some type of article on how this could be done?
I am having a hard time looking for somthing like this on google.
I am having a hard time looking for somthing like this on google.
#4
Posted 11 May 2006 - 04:47 PM
You wrote that you are using Direct3D. This means you can use the D3D Functions instead of writeing your own.
They provide functions to bulid a matrix using a quaternion as rotation as well as they have functions to interpolate between two quaternions. Refer to the docu for more specifics.
Unless you want to write these functions yourself... Then i can's help you :)
They provide functions to bulid a matrix using a quaternion as rotation as well as they have functions to interpolate between two quaternions. Refer to the docu for more specifics.
Unless you want to write these functions yourself... Then i can's help you :)
#5
Posted 15 May 2006 - 03:28 PM
If you have your physics set up as you say, it'd be better to apply a torque to turn your craft rather than just rotate it.
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