Hallo
Is it p
using rotation matrix directly in setRotation()
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using rotation matrix directly in setRotation()
Last edited by mangoesfruit on Tue Aug 31, 2021 4:46 pm, edited 1 time in total.
Re: using rotation matrix directly in setRotation()
Unfortunately no, because internally ISceneNode saves position, rotation and scale instead of a matrix and just calculates the matrix from those when needed. It is possible to use an IDummyTransformationSceneNode as parent which accepts matrices directly. That has a bit overhead as the matrix is then multiplied by the scenenode matrix, but if you don't have too many nodes it won't matter much.
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- Posts: 19
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Re: using rotation matrix directly in setRotation()
ok
Last edited by mangoesfruit on Tue Aug 31, 2021 4:47 pm, edited 2 times in total.
Re: using rotation matrix directly in setRotation()
You can use the quaternion::toEuler function if it's only about rotations and wanting to work with quaternions in your code.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
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Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm