Roll model when turning - SOLVED
Hi all
I'm trying to work out something which I'm thinking should be reasonably easy, but it's stumping me.
I have a ship that has a position to which a direction vector is added. The direction vector is calculated using a steering algorithm.
I've got the ship pointing in the direction of travel, but I'd like to rotate the model around the z axis as though it were banking as it turns left and right, like a plane.
I've tried a number of things like calculating the dot product between the ships position and the direction vector, but nothing is working for me.
Has anyone done this before or got any pointers.
Thanks
MikeD
I'm trying to work out something which I'm thinking should be reasonably easy, but it's stumping me.
I have a ship that has a position to which a direction vector is added. The direction vector is calculated using a steering algorithm.
I've got the ship pointing in the direction of travel, but I'd like to rotate the model around the z axis as though it were banking as it turns left and right, like a plane.
I've tried a number of things like calculating the dot product between the ships position and the direction vector, but nothing is working for me.
Has anyone done this before or got any pointers.
Thanks
MikeD
iPhone Game Development Blog - 71Squared
I've found a solution which is working for me at the moment. If anyone has a better way though I'd love to hear from you 
MikeD

Code:
SSVector3D c = SSVector3DCross(direction, oldsf);
float angle = atan2(SSVector3DLength(c), SSVector3DDot(direction,oldDirection)) * 3000;
angle = SSVector3DDot(c, SSVector3DMake(0, 1, 0)) < 0.0f ? -angle : angle;
glRotatef(angle, 0, 0, 1);MikeD
iPhone Game Development Blog - 71Squared
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