Quaternions?

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buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

i think niko forgot to mention this...

Post by buhatkj »

he has to have added a *= method for floats for the new slerp code to work. i noticed this when i tried to compile it, here is the implementation i added to account for this.

Code: Select all

//! *= operator for floats...
inline quaternion quaternion::operator*=(f32 s)
{
	*this = (*this) * s;
	return *this;
}
and of course you must add the declaration to the class thusly:

Code: Select all

//! multiplication operator
		quaternion operator*=(f32 s);
hope this help people who were tryin to use niko's new functions...
-ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
Electron
Posts: 874
Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

since you still have the problem here http://irrlicht.sourceforge.net/phpBB2/ ... php?t=3391
I take it that this doesn't fix the incorrect values returned by CXanimationPlayer::getMatrixOfJoint?
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

well something changed, dunno what...

Post by buhatkj »

x animations do mostly play correctly now, but somehow the getXjointnode is broken still basically is what is happening....
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
Electron
Posts: 874
Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

actually, loks like your above fix made it into v0.6 anyway

Code: Select all

//! multiplication operator
inline quaternion& quaternion::operator*=(f32 s)
{
	X *= s; Y*=s; Z*=s; W*=s;
	return *this;
}
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
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