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So I have a model of a spear and when it gets thrown I want to set the orientation of the spear to its direction. ( I also want to use this for other things like bullets pointing in the direction they are moving in)

my Models local forward Vector is +Z and I have the direction that it is moving in (in world space) from the velocity but I can't work out how to rotate it locally so that it is always pointing the right direction.

I tried to work out the difference in the angles and then create a Rotation matrix to apply to its rotation, but that didn't give me the desired results.

I am working in DirectX. Any help would be appreciated

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You could rebuild the spears orientation matrix from a direction vector.

Good example with dx code is here..

https://stackoverflow.com/questions/4237873/rotate-a-sphere-so-that-its-pole-heads-towards-the-camera/4237921#4237921

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  • \$\begingroup\$ Hmm, I understand the maths, but maybe a silly question but what would you then do with the orientation matrix? \$\endgroup\$ – unknownSPY Apr 6 '16 at 15:18
  • \$\begingroup\$ I tried applying the orientation matrix as a rotation matrix on the current rotation of the object using D3DXVec3TransformCoord but that had very odd affects on the rotation \$\endgroup\$ – unknownSPY Apr 6 '16 at 15:43
  • \$\begingroup\$ You dont apply it, you need to set it. The matrix you create is a replacement for the spear matrix. \$\endgroup\$ – RobM Apr 7 '16 at 9:23
  • \$\begingroup\$ Sorry I don't understand, Where would I set this? \$\endgroup\$ – unknownSPY Apr 7 '16 at 9:35
  • \$\begingroup\$ Please could you clarify how I would reset/ rebuild a models orientation matrix (at runtime)? \$\endgroup\$ – unknownSPY Apr 11 '16 at 7:45

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