Heres a picture that explains better than my words can
For rotating an object I'm using quaternions. CreateFromAxisAngle(vector3.Right,yaw)
Maybe this isn't how I should be doing it but I also keep my yaw as radians that are always between 0 and 360;more or less than 0 or 360 puts it at 0 or 360 respectively.
(object is build up of vertices and indices)
I can rotate it no problem. Move it all about. But what I really want to do is to find how much I should alter the yaw so that the my models right vector will sync up with the line I can draw between the objects center and the camera's position(y is always 0).
Which I guess is the problem now, but long term I am trying to find how I modify the yaw to match any direction.
Say I am travelling Left, I may want to rotate my yaw so that my objects forward is also left.
I have been researching here and elsewhere and there seem to be solutions, I just can't wrap my head around any. Maybe someone could help shed some light?