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opengl – Spherical Billboard Impact

Bymarco_rocchinotti@hotmail.com

Jan 19, 2024 #0.0f, #0.0f); //calculate yaw glm::vec3 toProject(0.0f, #0.0f); toProject = cameraPosition - playerPosition; normailizedToProject = glm::normalize(toProject); dotProduct = glm::dot(normailizedObjLookAt, #0.0f); toProject = cameraPosition - playerPosition; toProject.y = 0.0f; glm::vec3 normailizedToProject = glm::normalize(toProject); glm::vec3 normailizedObjLookAt(0.0f, #0.0f)); } } glm::quat rotationQuat = glm::normalize(yaw_quat * pitch_quat); }, #0.0f)); } else { pitch_quat = glm::angleAxis(acos(dotProduct), #1.0f); glm::vec3 upAxis = glm::cross(normailizedObjLookAt, #Billboard, #Effect, #Game, #Game Development, #gamewarp, #Gaming, #glm::vec3 playerPosition) { glm::quat yaw_quat(1.0f, #glm::vec3(-1.0f, #glm::vec3(1.0f, #it works perfectly(but I got cylinder billboard instead, #normailizedToProject); glm::vec3 normalizedUpAxis = glm::normalize(upAxis); float dotProduct = glm::dot(normailizedObjLookAt, #normailizedToProject); if ((dotProduct < 0.99990f) && (dotProduct > -0.9999f)) { if(normailizedToProject.y < 0.0f) { pitch_quat = glm::angleAxis(acos(dotProduct), #normailizedToProject); if ((dotProduct < 0.99990f) && (dotProduct > -0.9999f)) { yaw_quat = glm::angleAxis(acos(dotProduct), #normalizedUpAxis); } //calculate pitch toProject = glm::vec3(0.0f, #opengl, #pitch_quat(1.0f, #return a list of comma separated tags from this title: I try to make a spherical billboard that follow the camera's direction. But, #spherical, #the result that I got is model get distorted or event twisted. If I'm using only a yaw/pitch quaternion per time, #video game, #Video games, #which I didn't want). The sheep is player. The black circle is the objects that I want spherical billboard effect. Here is the implementation. void updateRotation(glm::vec3 cameraPosition

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I attempt to make a spherical billboard that observe the digital camera’s course. However, the outcome that I bought is mannequin get distorted or occasion twisted. If I am utilizing solely a yaw/pitch quaternion per time, it really works completely(however I bought cylinder billboard as an alternative, which I did not need).

The sheep is participant. The black circle is the objects that I need spherical billboard impact.
The result.

Right here is the implementation.

void updateRotation(glm::vec3 cameraPosition, glm::vec3 playerPosition) {
    glm::quat yaw_quat(1.0f, 0.0f, 0.0f, 0.0f), pitch_quat(1.0f, 0.0f, 0.0f, 0.0f);
    
    //calculate yaw
    glm::vec3 toProject(0.0f, 0.0f, 0.0f);
    toProject = cameraPosition - playerPosition;
    toProject.y = 0.0f;
    
    glm::vec3 normailizedToProject = glm::normalize(toProject);
    glm::vec3 normailizedObjLookAt(0.0f, 0.0f, 1.0f);
    
    glm::vec3 upAxis = glm::cross(normailizedObjLookAt, normailizedToProject);
    glm::vec3 normalizedUpAxis = glm::normalize(upAxis);
    float dotProduct = glm::dot(normailizedObjLookAt, normailizedToProject);
    if ((dotProduct < 0.99990f) && (dotProduct > -0.9999f)) {
        yaw_quat = glm::angleAxis(acos(dotProduct), normalizedUpAxis);
    }
    
    //calculate pitch
    toProject = glm::vec3(0.0f, 0.0f, 0.0f);
    toProject = cameraPosition - playerPosition;
    
    normailizedToProject = glm::normalize(toProject);
    dotProduct = glm::dot(normailizedObjLookAt, normailizedToProject);
    if ((dotProduct < 0.99990f) && (dotProduct > -0.9999f)) {
        if(normailizedToProject.y < 0.0f) {
            pitch_quat = glm::angleAxis(acos(dotProduct), glm::vec3(1.0f, 0.0f, 0.0f));
        }
        else {
            pitch_quat = glm::angleAxis(acos(dotProduct), glm::vec3(-1.0f, 0.0f, 0.0f));
        }
    }
glm::quat rotationQuat = glm::normalize(yaw_quat * pitch_quat);
}

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