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using rotation matrix directly in setRotation()

Posted: Mon Aug 23, 2021 6:54 pm
by mangoesfruit
Hallo
Is it p

Re: using rotation matrix directly in setRotation()

Posted: Mon Aug 23, 2021 8:12 pm
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.

Re: using rotation matrix directly in setRotation()

Posted: Mon Aug 23, 2021 10:04 pm
by mangoesfruit
ok

Re: using rotation matrix directly in setRotation()

Posted: Tue Aug 24, 2021 10:08 am
by CuteAlien
You can use the quaternion::toEuler function if it's only about rotations and wanting to work with quaternions in your code.