Search found 8 matches

by enigmatic
Sun Aug 13, 2006 5:46 pm
Forum: Bug reports
Topic: (C#) SetFrameLoop causes model distortion
Replies: 3
Views: 717

(C#) SetFrameLoop causes model distortion

This is in C# using the Irrlicht.Net.dll that came with the 1.1 release

Using the Milkshape 3d zombie file from

http://www.psionic3d.co.uk/cgi-bin/imageFolio.cgi?direct=Free%20Stuff/3D%20Models

I get this result:
http://img79.imageshack.us/img79/899/zombieokwt7.th.png

But when I used ...
by enigmatic
Fri Oct 31, 2003 1:55 pm
Forum: Beginners Help
Topic: Tokamak integration
Replies: 20
Views: 5560

well color me informed :) If Nike woulld update the tutorial, that'd be great. As you can tell by my replies, I'm pretty much a newb when it comes to 3d math functinons and data. I pretty much stick with the cross and dot product for the most part, so quanterions are a new concept to me :)
by enigmatic
Fri Oct 17, 2003 2:58 am
Forum: Beginners Help
Topic: Tokamak integration
Replies: 20
Views: 5560

Tutorial

I'd sent the source to Niko. Hopefully he'll get it up, or at least do something with it :)

Here's the file: http://enigmatic.shackspace.com/boxdrop.zip (388k)

And here's the pieces of the tutorial that matter: Irrlicht/Tokamak integration tutorial by enigmatic (enigmatic@shackmail.com)

Code ...
by enigmatic
Thu Oct 16, 2003 5:28 pm
Forum: Beginners Help
Topic: Tokamak integration
Replies: 20
Views: 5560

Yup, it's a quaternion...or at least, I'm pretty sure it is. I still don't know where the W fits into all this, because it's not a scale, nor does it seem to relate to the rotations in any other way.

I'm working on the code tonight, so hopefully I'll have it up late this evening :)
by enigmatic
Tue Oct 14, 2003 8:44 pm
Forum: Beginners Help
Topic: Tokamak integration
Replies: 20
Views: 5560

Woo, got it!!!

I need to majorly clean up the code, then I'll upload it. Here's a quck executable though:

http://enigmatic.shackspace.com/boxdrop.zip

Basicly, the tokamak object has a getRotationQ() function that returns a X, Y, Z, W matrix that corrisponds to the rotation about the respective ...
by enigmatic
Mon Oct 13, 2003 9:17 pm
Forum: Beginners Help
Topic: Tokamak integration
Replies: 20
Views: 5560

OK, I can get the position stuff working using the Node->setPosition() method:


neV3 p = gCubes[i]->GetPos();

TempVect.X = p[0];
TempVect.Y = p[1];
TempVect.Z = p[2];

CubeNode[i]->setPosition(TempVect);


if I set the AbsoluteTransformation matrix, it completely wigs out, so I want to use ...
by enigmatic
Mon Oct 13, 2003 6:47 pm
Forum: Beginners Help
Topic: Tokamak integration
Replies: 20
Views: 5560

But how do I set the matrix equal to the value returned by tokamak? Here's the code right now:



neT3 t = gCubes[i]->GetTransform();

irr::core::matrix4 mat = CubeNode[i]->getAbsoluteTransformation();

mat(0,0) = t.rot[0][0];
mat(0,1) = t.rot[0][1];
mat(0,2) = t.rot[0][2];
mat(0,3) = 0;
mat ...
by enigmatic
Mon Oct 13, 2003 1:13 pm
Forum: Beginners Help
Topic: Tokamak integration
Replies: 20
Views: 5560

Well, I guess the link was abused by BBCode. At least it works. And I'm enigmatic, the guy who posted this.

Hopefully something will come out of all this