Search found 8 matches

by 3p
Mon Oct 15, 2007 5:54 pm
Forum: Advanced Help
Topic: ISceneNode implementation and gimbal locks
Replies: 10
Views: 1157

I'm giving up on this. I managed to "fix" scene node and cameras (no extra target or position needed anymore and no gimbal locks - but not 100% implemented), but every change I make breaks more things elsewhere.... I have succeded in messing up some animators and collision detection. I'm n...
by 3p
Mon Oct 15, 2007 7:43 am
Forum: Advanced Help
Topic: ISceneNode implementation and gimbal locks
Replies: 10
Views: 1157

garritg: If I am not mistaken, that might be, because you finally set new rotation by setRotation, which operates by euler angles... So again, if first angle is 90 degrees... As I see it there is no way around this in current version of Irrlicht, because node rotation is stored in euler angles, and ...
by 3p
Sun Oct 14, 2007 11:04 pm
Forum: Advanced Help
Topic: ISceneNode implementation and gimbal locks
Replies: 10
Views: 1157

There is not much to show. I just changed RelativeRotation in ISceneNode.h to: core::quaternion RelativeRotation; Then modified setRotation and getRotation: virtual void setRotation(const core::vector3df& rotation) { RelativeRotation = rotation * core::DEGTORAD; } virtual const core::vector3df g...
by 3p
Fri Oct 12, 2007 11:38 am
Forum: Advanced Help
Topic: ISceneNode implementation and gimbal locks
Replies: 10
Views: 1157

I modified ISceneNode to use quaternion for RelativeRotation, which isn't that much work, only to find out that cameras, which inherit ISceneNode don't use it at all, but have separate vector based target & up-vector...

To much work for someone not very familiar with Irrlicht. :? :shock:
by 3p
Wed Oct 10, 2007 8:11 pm
Forum: Advanced Help
Topic: ISceneNode implementation and gimbal locks
Replies: 10
Views: 1157

ISceneNode implementation and gimbal locks

Aren't gimbal locks inherent due to Irrlicht's scene node design? I checked and I see OGRE uses quaternion for relative scene node orientation, while irrlicht uses a vector. Even if I use special "orientation" quaternion for my in-game object, I can't force it upon node, since only way to ...
by 3p
Fri Oct 05, 2007 4:47 pm
Forum: Beginners Help
Topic: Game OO architecture
Replies: 6
Views: 534

Thanks, everyone. :) So, I will just encapsulate ISceneNode* into my basic CSpaceShooterObject. This will make me put all my in-game objects into another container and do animation (based on thrust, gravity) in program's main loop... Since the game i'm working on is simple and small this will be ok....
by 3p
Fri Oct 05, 2007 8:53 am
Forum: Beginners Help
Topic: Game OO architecture
Replies: 6
Views: 534

Game OO architecture

I have problem I can't decide about. What would be the best way to structure game application, more specifically in-game objects. I'm writing simple space shooter, so i need few types of aircraft, asteroids, and so on. Of course these need some attributes, like remaining fuel, damage etc and they al...
by 3p
Thu Sep 27, 2007 6:21 pm
Forum: Bug reports
Topic: drawVertexPrimitiveList(...) and scene::EPT_QUADS
Replies: 2
Views: 661

drawVertexPrimitiveList(...) and scene::EPT_QUADS

Hello.
QUADS can be drawn only with OpenGL driver. I cheked D3D driver (cpp file) and EPT_QUADS is missing from switch statement. I gues it's not supposed to be so?
A note in documentation at least. I just spent few hours debugging "my" code. :shock: :lol: