16 years, 1 month ago
Highlights
Hi,i solved it like this:axis = vFaceDir0.cross(vFaceDir1);cosAng = vFaceDir0.dot(vFaceDir1);ang = acos(cosAng);ang = radToDeg(ang);pOrient(ang, axis);So, thank you very much fo…
16 years, 1 month ago
16 years, 2 months ago
Hello ;-)I'm trying to use PhysX's quaternion to make an actor A look at B.An retired topic(http://www.gamedev.net/community/forums/topic.asp?topic_id=550912) seems to resolve t…
16 years, 2 months ago
Well :)So i tryed 2 ways to calculate initial orientation vector:NxVec3 vFaceDir0;init(){NxMat33 r0A= mA->getGlobalOrientation();//---A)/*NxVec3 vr0AX;, vr0AY, vr0AZ; r0A.get…
16 years, 2 months ago
16 years, 2 months ago
Latest Activity
See all in DiscussionsHi,i solved it like this:axis = vFaceDir0.cross(vFaceDir1);cosAng = vFaceDir0.dot(vFaceDir1);ang = acos(cosAng);ang = radToDeg(ang);pOrient(ang, axis);So, thank you very much for sharing …
16 years, 1 month ago
Well :)So i tryed 2 ways to calculate initial orientation vector:NxVec3 vFaceDir0;init(){NxMat33 r0A= mA->getGlobalOrientation();//---A)/*NxVec3 vr0AX;, vr0AY, vr0AZ; r0A.getRow(0, vr0AX); r0A.getR
16 years, 2 months ago
Hi BuckEye !-)Thank's for your explanation!!Dispate you don't use PhysX may i have your opinion about the logic of code …
16 years, 2 months ago