Hi,
I worked a LOT on 3d rotation independant on all axis, the only way is to use matrix with small steps rotations, you cannot call a final rotation because of gimbal lock.
look at this sample code from this thread:
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=31866
//Update of ...
Search found 69 matches
- Fri Jan 16, 2009 2:39 pm
- Forum: Beginners Help
- Topic: 3D Rotational Movement?
- Replies: 5
- Views: 873
- Sun Jan 11, 2009 8:15 pm
- Forum: Advanced Help
- Topic: Changing rotation order to permit rotation on all axis[SOLVE
- Replies: 7
- Views: 2067
It think I get it
Thx a lot Bitplane,
I'll dig into this and let you know how it worked out.
I still don't understand why it works with matrices...
I'll burn a few neurons on this.
Regards,
Robert
I'll dig into this and let you know how it worked out.
I still don't understand why it works with matrices...
I'll burn a few neurons on this.
Regards,
Robert
- Sun Jan 11, 2009 4:33 pm
- Forum: Advanced Help
- Topic: Changing rotation order to permit rotation on all axis[SOLVE
- Replies: 7
- Views: 2067
Maybe I use quaternion wrong way...
Hi bitplane,
This is the code I'm using, as you see, on key press, I increase/decrease the rotation around corresponding axis, then, rotate it of current_rotation degrees by quaternion, the result is always that at 90 or 270 Y rotation, I can not rotate around X axis. It would be solve if the order ...
This is the code I'm using, as you see, on key press, I increase/decrease the rotation around corresponding axis, then, rotate it of current_rotation degrees by quaternion, the result is always that at 90 or 270 Y rotation, I can not rotate around X axis. It would be solve if the order ...
- Sun Jan 11, 2009 3:00 pm
- Forum: Beginners Help
- Topic: Help with a few things
- Replies: 2
- Views: 495
Hi S7 (?)
1. you can make the cam child of the car node at an Z offset, for behind.
2.ONce you have a turning angle(steering is turned to x degrees).
just had a rotation amount to your car every frame. Don't forget to make it time lapse depandant. to make smooth, even movement.
3. Take a look at JP wrapper ...
2.ONce you have a turning angle(steering is turned to x degrees).
just had a rotation amount to your car every frame. Don't forget to make it time lapse depandant. to make smooth, even movement.
3. Take a look at JP wrapper ...
- Sun Jan 11, 2009 2:41 pm
- Forum: Bug reports
- Topic: [no bug] ListBox Selected Element Question
- Replies: 7
- Views: 1601
HI Gavin
Your question is not stupid, in fact, I looked in yhe class definition and I really don't understand how you get this bad result.
There is not a single font size parameter...
Have you tried to change the alignment parameters ?
Regards,
Robert.
There is not a single font size parameter...
Have you tried to change the alignment parameters ?
Regards,
Robert.
- Sun Jan 11, 2009 2:00 pm
- Forum: Advanced Help
- Topic: Changing rotation order to permit rotation on all axis[SOLVE
- Replies: 7
- Views: 2067
already using quaternions...
Hi,
Dark, I'm already using quaternions, it don't eliminate this problem,
cos when the rotation have to be done in X, it is done first,
then Y rot is done, cancelling the X rotation.
Quaternions only prevents mix-up of axis passed the 90 deg.
Vitek, how else then setrotation can I change ...
Dark, I'm already using quaternions, it don't eliminate this problem,
cos when the rotation have to be done in X, it is done first,
then Y rot is done, cancelling the X rotation.
Quaternions only prevents mix-up of axis passed the 90 deg.
Vitek, how else then setrotation can I change ...
- Sat Jan 10, 2009 10:22 pm
- Forum: Advanced Help
- Topic: Changing rotation order to permit rotation on all axis[SOLVE
- Replies: 7
- Views: 2067
Changing rotation order to permit rotation on all axis[SOLVE
Hi all,
I have been trying to make a apollo like sim.
I realize that the order of rotation being x,y,z. All rotation made on the X axis get totally cancelled by a Y rotation at 90 or 270, rotation possibility increase toward 0 and 180.
Try to make a node rotate on X axis when there is a 90 rotation ...
I have been trying to make a apollo like sim.
I realize that the order of rotation being x,y,z. All rotation made on the X axis get totally cancelled by a Y rotation at 90 or 270, rotation possibility increase toward 0 and 180.
Try to make a node rotate on X axis when there is a 90 rotation ...
- Sat Jan 10, 2009 10:00 pm
- Forum: Advanced Help
- Topic: [UNSOLVED] Shadow Volume on non animated meshes?
- Replies: 3
- Views: 764
Have to modify the render routine
Hi,
I think you have to modify the render routine of every node type you want to cast shadow from, in the animatedscenenode source the render routine tests for the shadow scene node so it gets render.
regards,
robert
I think you have to modify the render routine of every node type you want to cast shadow from, in the animatedscenenode source the render routine tests for the shadow scene node so it gets render.
Code: Select all
if (Shadow && PassCount==1)
Shadow->setMeshToRenderFrom(m);
robert
- Sun Jan 04, 2009 3:38 pm
- Forum: Advanced Help
- Topic: child of camera don't move...
- Replies: 1
- Views: 659
child of camera don't move...
Hi all Irrlichtians,
first of, a happy new year to all.
I am using a camera_parent ( to move a ship) wich is not the active one nor receiver enable, I move and rotate it myself using quaternion, it works fine because when I make it active after a tranformation I see it has moved. But the child (ship ...
first of, a happy new year to all.
I am using a camera_parent ( to move a ship) wich is not the active one nor receiver enable, I move and rotate it myself using quaternion, it works fine because when I make it active after a tranformation I see it has moved. But the child (ship ...
- Thu Dec 25, 2008 7:33 pm
- Forum: Beginners Help
- Topic: collision "masks" using CollisionResponseAnimator
- Replies: 1
- Views: 473
The Boundingbox is axis aligned
Hi,
Not sure but I think it could be that the boundingbox is axis aligned:
//! set user axis aligned bounding box
/** \param box New bounding box to use for the mesh. */
virtual void setBoundingBox( const core::aabbox3df& box) = 0;
From Imesh type declaration. So if your square object is ...
Not sure but I think it could be that the boundingbox is axis aligned:
//! set user axis aligned bounding box
/** \param box New bounding box to use for the mesh. */
virtual void setBoundingBox( const core::aabbox3df& box) = 0;
From Imesh type declaration. So if your square object is ...
- Wed Dec 10, 2008 4:05 pm
- Forum: Beginners Help
- Topic: Ship Shield Effect
- Replies: 37
- Views: 9146
I made a shield effect for my game
Hi wolfe,
I made a shield effect for my game Nostalgia, source is available,
I rotate the shield at random, but you just can put a collision detection on the sphere and rotate the shield accordingly.
my game is here: http://game3d.easycdholder.com/5.html
Look at it and if you have questions...comme ...
I made a shield effect for my game Nostalgia, source is available,
I rotate the shield at random, but you just can put a collision detection on the sphere and rotate the shield accordingly.
my game is here: http://game3d.easycdholder.com/5.html
Look at it and if you have questions...comme ...
- Fri Nov 21, 2008 3:33 pm
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 142415
Too much work
Thx for the replies and procision.
Searching on web, i found that those modification (sprint_f, sopen_f,etc) were propose by M$ to iso commitee in 2005, but not implemented in other compilers yet. The fix is thru redefining the function with preprocessor commands, wich I am not to familiar with.
ex ...
Searching on web, i found that those modification (sprint_f, sopen_f,etc) were propose by M$ to iso commitee in 2005, but not implemented in other compilers yet. The fix is thru redefining the function with preprocessor commands, wich I am not to familiar with.
ex ...
- Thu Nov 20, 2008 10:46 pm
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 142415
you're right
Thx for reply JP,
As I said in my edit I had to correct the path and files inclusion.
Some points in import msvc project in CB don't work.
But i had other issues compiling with CB.
Compiler don't recognize sprintf_s and other new functions.
I tried to update my mingw with no effect.
I rewrite some ...
As I said in my edit I had to correct the path and files inclusion.
Some points in import msvc project in CB don't work.
But i had other issues compiling with CB.
Compiler don't recognize sprintf_s and other new functions.
I tried to update my mingw with no effect.
I rewrite some ...
- Tue Nov 18, 2008 8:26 pm
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 142415
compiling problem :( [SOLVED MISSING INCLUDE DIR ]
Hi all,
EDIT:
A BUG IN IMPORT MSVC PROJECT,
WENT THRU BY HAND TO CORRECT PATH TO INCLUDE FILES
I starting (well trying to ) to work with irrphysic, I mad a project out of the hight field as a start, include all form irrlicht, irrphysic and nvidia sdk, lib from the 3 also.
Usually I get around with ...
EDIT:
A BUG IN IMPORT MSVC PROJECT,
WENT THRU BY HAND TO CORRECT PATH TO INCLUDE FILES
I starting (well trying to ) to work with irrphysic, I mad a project out of the hight field as a start, include all form irrlicht, irrphysic and nvidia sdk, lib from the 3 also.
Usually I get around with ...
- Tue Nov 18, 2008 4:58 am
- Forum: Project Announcements
- Topic: IrrNewton DLL_lib available for download
- Replies: 0
- Views: 1446
IrrNewton DLL_lib available for download
Hi all irrlichtians,
I have rebuild the IrrNewton dll with version 1.4.2 of Irrlicht and version 1.53 of Newton. I tested it with first example of package.
You can download it here:
http://game3d.easycdholder.com/snippet.html
I went thru all corrections and adjustments for a clean build. took ...
I have rebuild the IrrNewton dll with version 1.4.2 of Irrlicht and version 1.53 of Newton. I tested it with first example of package.
You can download it here:
http://game3d.easycdholder.com/snippet.html
I went thru all corrections and adjustments for a clean build. took ...