Translate the node to the centre, rotate it, translate it back. If this is too hard, rotate it as you have done then translate it back to its initial position. Or, centre the entire scene on the node.
I found my problem, the model was exported from 3D max and saved its relative position in 3D max ...
Search found 7 matches
- Mon Jun 06, 2016 8:49 am
- Forum: Beginners Help
- Topic: How to rotate a node around its central axis?
- Replies: 3
- Views: 882
- Sun Jun 05, 2016 4:44 am
- Forum: Beginners Help
- Topic: How to rotate a node around its central axis?
- Replies: 3
- Views: 882
How to rotate a node around its central axis?
I added a node to the scene, and changed its position, then I added a rotation animator(vector(0, 1.5, 0)) to the node, but the node feels like rotating around the center of the scene. How to rotate a node around its central axis? Thanks.
- Fri Jun 03, 2016 11:49 am
- Forum: Everything 2d/3d Graphics
- Topic: Can I add two matrix's rotation angle to transform a vector?
- Replies: 3
- Views: 7551
Re: Can I add two matrix's rotation angle to transform a vec
That works perfectdevsh wrote:No, you most probably want to apply rotation B after rotation A.... so multiply the matrices together
- Thu Jun 02, 2016 2:34 pm
- Forum: Everything 2d/3d Graphics
- Topic: Can I add two matrix's rotation angle to transform a vector?
- Replies: 3
- Views: 7551
Re: Can I add two matrix's rotation angle to transform a vec
Yeah, that's exactly what I want, thanks dude, I'll try it tomorrow.devsh wrote:No, you most probably want to apply rotation B after rotation A.... so multiply the matrices together
- Thu Jun 02, 2016 2:07 pm
- Forum: Everything 2d/3d Graphics
- Topic: Can I add two matrix's rotation angle to transform a vector?
- Replies: 3
- Views: 7551
Can I add two matrix's rotation angle to transform a vector?
There are two matrix, matrixA(rotation(X1, Y1, Z1)), matrixB(rotation(X2, Y2, Z2)), and matrixC setRotationAngle((X1 + X2, Y1 + Y2, Z1 + Z2)), then finally matrixC.transformVector(VectorV) to get a vector rotation result? Suppose matrixA and matrixB have same translation and scale primitives, so ...
- Tue May 31, 2016 11:52 am
- Forum: Beginners Help
- Topic: How to set camera node's target after I setProjectionMatrix?
- Replies: 2
- Views: 778
Re: How to set camera node's target after I setProjectionMat
Setting the target only changes the view matrix, as expected. What is the issue? The projection matrix does not affect the target.
if(mpHmd)
{
ovrHmd_BeginFrame(mpHmd, 0);
//Get eye poses, feeding in correct IPD offset
ovrVector3f ViewOffset[2] = {mpVrData->EyeRenderDesc[0 ...
if(mpHmd)
{
ovrHmd_BeginFrame(mpHmd, 0);
//Get eye poses, feeding in correct IPD offset
ovrVector3f ViewOffset[2] = {mpVrData->EyeRenderDesc[0 ...
- Tue May 31, 2016 9:41 am
- Forum: Beginners Help
- Topic: How to set camera node's target after I setProjectionMatrix?
- Replies: 2
- Views: 778
How to set camera node's target after I setProjectionMatrix?
Hi, I am new to irrlicht and new to 3D programming, recently I'm doing a vr project, I set the camera's projection matrix from the vr glasses' result, and now I need to set the 'right' target to 'fit' the new projection matrix, for which I mean is the target-posistion vector is at the center of the ...