using rotation matrix directly in setRotation()

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mangoesfruit
Posts: 19
Joined: Sat Aug 21, 2021 11:16 pm

using rotation matrix directly in setRotation()

Post by mangoesfruit »

Hallo
Is it p
Last edited by mangoesfruit on Tue Aug 31, 2021 4:46 pm, edited 1 time in total.
CuteAlien
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Re: using rotation matrix directly in setRotation()

Post by CuteAlien »

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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mangoesfruit
Posts: 19
Joined: Sat Aug 21, 2021 11:16 pm

Re: using rotation matrix directly in setRotation()

Post by mangoesfruit »

ok
Last edited by mangoesfruit on Tue Aug 31, 2021 4:47 pm, edited 2 times in total.
CuteAlien
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Re: using rotation matrix directly in setRotation()

Post by CuteAlien »

You can use the quaternion::toEuler function if it's only about rotations and wanting to work with quaternions in your code.
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