1
vote
2answers
110 views

What torque should I apply in Bullet to maintain a vertical orientation?

I have a RigidBody in Bullet. Each frame, I want to apply torque to correct its orientation toward an upright position (i.e. near-zero pitch and roll). I know its angular velocity and orientation. ...
2
votes
2answers
221 views

How can I simplify this code to compute the shortest rotation between two angles?

The following code will find the shortest rotation (in radians) (from pi to -pi) that I need to apply to from to leave me with to. Scalar rotationBetween(Scalar from, Scalar to) { Scalar fromMod ...
1
vote
2answers
82 views

Do I need to store a generic rotation point/radius for rotating around a point other than the origin for object transforms?

I'm having trouble implementing a non-origin point rotation. I have a class Transform that stores each component separately in three 3D vectors for position, scale, and rotation. This is fine for ...
0
votes
1answer
84 views

Camera rotation around point, but without centering

Let's say i have the following: Point somewhere in space Camera with position and orientation (up, right, forward) I want to rotate camera around the point, but also keep this point in same place ...
0
votes
1answer
306 views

How do I determine the look-at vector of a free-look camera?

I'm trying to create a free-look camera with DirectX 10. I've figured out how to get the directions for forward and back and left to right. However, I don't know how to rotate the look-at vector of ...
0
votes
1answer
331 views

How to get plane rotation by known normal vector

I have a FPP quaternion Camera and Plane with known normal vector. I want to find the orientation of this Plane so I can replace it to the Camera orientation to put the camera forward vector to a ...
0
votes
1answer
88 views

Jittery Rotational Movement with Arcball implementation

I have an assignment where I need to implement arcball using Opengl (~2.0). I have it more or less implemented but I have a some problems/issues/bugs and I'm not sure whats either causing them or how ...
2
votes
0answers
743 views

Arcball 3D camera

I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up ...
0
votes
0answers
19 views

How to Point sprite's direction towards Mouse or an Object [duplicate]

I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off ...
5
votes
2answers
590 views

Rotating object around moving object/player in 2D

I am trying to implement a camera which rotates around the world around the player. I have found many solutions online to the task of rotating an object about the origin, or about an arbitrary point. ...
3
votes
0answers
243 views

Use quaterions to move the camera direction according to mouse movement

I am trying to use quaterions to move the camera direction vector in the following way. This code is perfectly working glm::quat temp1 = glm::normalize( glm::quat((GLfloat)( ...
1
vote
0answers
124 views

Finetuning movement based on gradual rotation towards a target [duplicate]

I have an object which moves towards a target destination by gradually adjusting its facing while moving forwards. If the target destination is in a "blind spot", then the object is incapable of ...
3
votes
1answer
146 views

Scaling and rotating texture onto another texture by raw buffer data

I've been messing with C++ AMP and OGRE in attempt to make writing to/altering textures to my liking easier on my behalf. In this I've been trying to draw a texture onto my "dynamic" texture with ...
0
votes
1answer
2k views

Rotating Objects in OpenGL: glRotate or Quaternions?

I'm coding my first engine and I'm trying to have performance in mind since I'll probably use it for mobiles, and I have this question, should you use glRotate or Quaternions for rotating objects in ...
-1
votes
3answers
512 views

How to rotate to a target position over time

I know how to do rotations to vectors, but how do I rotate over time? For instance say I made a function RotateTo(vec2 iPosition, float iTime); so it rotates to iPosition over iTime - how would ...
5
votes
2answers
2k views

How to rotate camera centered around the camera's position?

Currently I am using gluLook at like so: gluLookAt(position.x, position.y, position.z, viewPoint.x, viewPoint.y, viewPoint.z, upVector.x, upVector.y, upVector.z); with the ...
3
votes
1answer
840 views

Rotating To Face a Point

I am trying to rotate a line to point to the mouse's world coordinates (rather where the mouse lies on the plane where y=0). I am running into a couple of problems though: Whilst it follows the ...
0
votes
1answer
806 views

Camera Rotation (for mouse look) with LookAt does not work as expected (Local/Global)

My code for rotating my 3D fps camera isn't working as expected. I expect that the X-axis does rotate with the Y-axis, but it ain't so. I made some pictures to explain it better, I think its doing ...
5
votes
3answers
748 views

Rotate a particle system

Languages / Libraries in use: C++, OpenGL, GLUT Okay, here's the deal. I've got a particle system which shoots out alpha blended textures to produce a flame. The system only keeps track of very ...
0
votes
1answer
368 views

vector rotations for branches of a 3d tree

I'm attempting to create a 3d tree procedurally. I'm hoping that someone can check my vector rotation maths, as I'm a bit confused. I'm using an l-system (a recursive algorithm for generating ...
2
votes
1answer
6k views

Rotating an object in OpenGL about it's centre

Im writing a game for which, one of the models are loaded from an .obj file. It's a model of a plane, and I want to rotate the propeller. The object file is broken into groups, and the propeller is ...
11
votes
4answers
4k views

How to rotate blocks in tetris

I have a gameboard grid which is 20 rows high and 10 columns wide with the origin (0,0) being in the top left hand corner. I have a tetrimino in play, which is composed of four blocks. I have the x,y ...