hoping someone can help me. I have a go kart on a terrain, from which I get the position of the centre of the go kart, the left front wheel and the right front wheel. What I need is a matrix to rotate the kart so it sits flat on the terrain.
All vector3's. Forward is direction vector.
So far I have this but It's not working as expected
D3DXVECTOR3 cross, cross1;
cross = kartposition - Lwheelposition;
cross1 = kartposition - Rwheelposition;
D3DXVec3Cross(&up, &cross, &cross1);
D3DXVec3Normalize(&up, &up);
D3DXVec3Cross(&right, &forward,&up);
D3DXVec3Normalize(&right, &right);
D3DXVec3Cross(&forward, &up,&right);
D3DXVec3Normalize(&forward, &forward);
D3DXMatrixLookAtLH(&localtransform[0], &D3DXVECTOR3(0, 0, 0) ,&(forward), &up);
Any advise would be great.
Solved I believe.
Have change 2 lines to
cross = Lwheelposition-kartposition ; cross1 =Rwheelposition - kartposition ;
and added to the end
D3DXMatrixInverse(&localtransform[0],NULL,&localtransform[0]);
to invert the action of the look at function.
I have since revised and solved this by referring to
Final code is as follows.
D3DXVECTOR3 cross, cross1;
cross = Lwheelposition - kartposition;
cross1 = Rwheelposition - kartposition;
D3DXVec3Cross(&up, &cross, &cross1);
D3DXVec3Normalize(&up, &up);
D3DXVec3Cross(&right, &up,&forward);
D3DXVec3Normalize(&right, &right);
D3DXVec3Cross(&kartforward, &right, &up);
localtransform[0]=D3DXMATRIX (right.x, right.y, right.z, 0.0f,
up.x, up.y, up.z, 0.0f,
kartforward.x, kartforward.y, kartforward.z, 0.0f,
kartposition.x, kartposition.y, kartposition.z, 1.0f);
Hope this is helpful.