Understanding Irrlicht Positioning

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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Valaris
Posts: 8
Joined: Wed Sep 23, 2009 4:25 am

Understanding Irrlicht Positioning

Post by Valaris »

I couldn't find a good article on this forum describing my question (perhaps because I don't know the exact terms I'm asking about..), so i thought I'd ask here.

The first part of my question is in irrlicht how do I set position based on a rotation. I believe what I want to do is first augment the (world or local ?) coordinate system with a rotation, and then move along it. IE if I have a "forward" direction vector, how do I move along this?

Second...I dont know if there are any good articles describing this for irrlicht specific, but what is the difference between absolute and relative position? Is absolute scale/position/rotation the absolute world transformation of this node? Would a relative transformation just effect local space?
lazerblade
Posts: 194
Joined: Thu Mar 18, 2010 3:31 am
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Post by lazerblade »

For local movement, see this thread: http://irrlicht.sourceforge.net/phpBB2/ ... highlight=

The difference is that "absolute movement" is like North South East west up and down. Z is north and south, X is east and west, and y is up and down. So yes it's the same as global.

But "relative movement" is based on the parent of the node.
Like the parents left and right would be X, the parents head and toes would point along Y, and his back and nose would face along Z.

Local is relative to the node itself, which I provide functions for in that thread. Get it?

Make sure you read the entire page though, as there is a bugfix to my code in it.
LazerBlade

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