then I'll have to check the source of the collision manager...
I guess I can extract just that function instead of creating a complete collision manager...
Hi, I hope you're all doing well !!! :) I wrote my own function to get a line from screen coordinates straight forward... to create a ray for ray casting (node picking)... it works so far... but the screen coordinates are not calculated, it seems... the node always stays at the center of the screen,...
I had to reverse my rotation order in the render loop from ZYX to XYZ... but when I change the order in the matrix instead the calculation gives wrong values... no big deal I can live with the render order XYZ... but I have to change a few other things also now... for example... now I get wrong resu...
ok, I made some test cases on Irrlicht, and then the same with my Java code... and it turned out, the calculations were correct (same results)... :shock: and now I get THIS: https://www.youtube.com/watch?v=VrErHDAswP0 I hope you don't mind having one last look at this video... I won't bother you wit...
I tried each possible multiplication order (TXYZ, TZYX, XYZT, ZYXT)...
I also tried with/without scale...
I ported all needed functions from the Irrlicht matrix to Java...
no success !!!
yeah, right... the matrix array goes from 0 to 15 for both (DX and OGL)... how they are interpreted internally is irrelevant, 0-3 is either a row or a column, but it's always the same (0-3) in the array !!! :D LH or RH doesn't matter at the moment... if the result rotates the wrong direction I simpl...
ok, I had a look at Irrlicht's matrix4 for this methods... and I guess I'm getting closer !!! this methods use trigonometry, and it seems exactly what I want !!! this are the three methods I need: inline CMatrix4<T>& CMatrix4<T>::setRotationAxisRadians( const T& angle, const vector3d<T>&...
yeah, I had a look at it... but I can't use it, because OpenGL Matrix doesn't have the methods you're using there... :shock: like rotateVect() and setRotationAxisRadians()... I guessed they may are called differently... so I tried (guessed) what methods it could be for the OGL matrix and came up wit...
I made another video to explain the problem I have with this... https://www.youtube.com/watch?v=RrD-korYraE and I apologize for the terms error and wrong, it's just one way how it's done, but not how I want it to do... :D everything I do, I do with a matrix (4x4)... maybe I don't get how to use it t...
yeah, I fully aggree... but we're talking past each other... let me phrase my whole question differently... :lol: I have a vector: vector3df(1, 1, 1) now I rotate that vector 45° around Z, so I ignore X for now (0, 1, 1)... so X and Y will change to represent the new Y axis... I calculate X and Y fo...